[WarInEur] Queries
Chuck Sutherland
csutherland at gamewoodinc.com
Sun Dec 16 18:25:33 EST 2007
I'd have to say that if I saw a German opponent doing what you are
seeing I would be finding something else to do with my time period, same
can be said for allied players who load up to crush Africa on the turn
of the dow. Both are an abuse of the game and the political
ramifications are huge.
The Russians should be heading into total mobilization the moment mother
Russian and adjoining parts were touched. If you want to slow the
Russian player then up the political point cost for his dow on a minor,
that way he would be risking Turkish entry with less taken by the
Germans. Any way you write the rule some kuckle head will take that rule
and do everything to not trigger it while still taking ground be it a
percentage or troop losses.
The ramp up could be as simple as once the border is crossed that
production is raised by 2 cities a cycle and arms centers come online at
4 per cycle. So for instance the Germans crossed the border in 6/41. On
7/41 production would be 6 (assuming 4 cities are already active giving
the 4 original points) and 12 arms points for the 8 original and 4 new
online. This would continue until the Russian reaches full production
ability.
Note the Russians would lose the militia and multiples since they would
have been drained by the war already. Once you reach full production you
start the cycle count at that point. Loss of the militia alone should
cause the russians to pause and think before acting. While they may net
more manpower that is lost because of the militia lost.
Buckley, John D. wrote:
> Further comments on my queries of a few days ago.
>
> 1. Entirely agree on the 6-5 under amph assault not having the option
> to 1-5KG if it has no legal hex to retreat to. Opponent wanted
> reassurance.
>
> 2. As for the ports in Norway issue (Kristiansand and Oslo) well they
> are NOT part of the North Sea area for purposes of interdiction of
> Allied naval movement/assault, yet Stavangar and Bergen are. This
> makes little sense. In our game the Allies have captured Krstiansand
> and Oslo and can happily move troops into these ports without fear of
> Axis naval/maritime interdiction, but they cannot do so into Bergen
> and Stavangar, even though they hold these ports too. Sorry, although
> it's not a very likely occurrence, it is something of an anomaly.
> Either interdiction into Kristiansand and Oslo should carry on as long
> as the Germans hold Denmark (does this mean until it is liberated?) or
> it should end in Stavangar and Bergen if the Allies are able to trace
> naval movement into Kristiansand and Oslo.
>
> 3. Presumably the total war trigger represents an extreme national
> emergency for the USSR. In our game (now last month of clear weather)
> the German player is 6 hexes or so from Moscow, has surrounded
> Leningrad, Kiev and Odessa and captured two other starred cities. He
> has studiously avoided moving into three empty starred cities. This
> sounds like an extreme emergency yet there is now no chance that total
> war will be triggered until the summer of 1942. I realise that we need
> a game device to make the Soviet player wary of early war adventuring,
> but the three city rule doesn't add up. It's too 'gamey' and too
> fixed. Some randomness and series of political triggers would help.
> Cities being out of communication or rail link with map edge sounds
> OK, but in truth the German player should be sure of what will trigger
> total war; I'd suggest a random element.
>
> Perhaps points 2 & 3 should be part of the thinking for CWIE2?
>
> PS We have a grumpy Soviet player who has brought this on himself to a
> degree but does have a point about the total war trigger; and a German
> player who is pushing the 'spirit' of the rules notion.
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--
Chuck Sutherland
Technology Specialist
Gamewood, Inc.
116 South Ridge Street
Danville, VA 24541
(434) 799-8407 x218
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