[WarInEur] Queries
Kent & Sue Haunschild
kentsue at cox.net
Sun Dec 16 19:04:29 EST 2007
----- Original Message -----
From: "Chuck Sutherland" <csutherland at gamewoodinc.com>
To: "Buckley, John D." <J.Buckley at wlv.ac.uk>
Cc: <warineur at mailman.halisp.net>
Sent: Sunday, December 16, 2007 5:25 PM
Subject: Re: [WarInEur] Queries
> 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.
>> ------------------------------------------------------------------------
>>
>> _______________________________________________
>> WarInEur mailing list
>> WarInEur at mailman.halisp.net
>> http://mailman.halisp.net/mailman/listinfo/warineur
>>
>
>
> --
> Chuck Sutherland
> Technology Specialist
> Gamewood, Inc.
> 116 South Ridge Street
> Danville, VA 24541
> (434) 799-8407 x218
>
> _______________________________________________
> WarInEur mailing list
> WarInEur at mailman.halisp.net
> http://mailman.halisp.net/mailman/listinfo/warineur
>
More information about the WarInEur
mailing list