[WarInEur] RE: chucks proposed defensive tactics

Bruce Denney jbdenney at swbell.net
Tue Oct 9 09:44:17 EDT 2007


In the original game Mud and Snow both reduce the movement allowance of all
units in Sevier and Moderate weather zones. The catch is that to regage rail
costs 5 MPs per turn and since the maximum movement allowance for a RR is 5
any reduction of its MA keeps it from regaging rail. RR can however repair
same gage rail in winter in all zones. The only issue is in Snow turn in
Moderate. Only Motorized and Mech have their MA halved and I cannot remember
if RR is considered Motorized.

 

One difference I do remember is that MSUs may only move by rail or as a
result of combat in Sevier weather zones during Snow. I.e. no movement
during initial or Mech movement phase.

 

Bruce

 

 

  _____  

From: warineur-bounces at mailman.halisp.net
[mailto:warineur-bounces at mailman.halisp.net] On Behalf Of Terry Shaw
Sent: Tuesday, October 09, 2007 4:33 AM
To: warineur at mailman.halisp.net
Subject: [WarInEur] RE: chucks proposed defensive tactics

 

Someone will not doubt correct me if I'm wrong, but didn't the original WitE
allow

RR units to repair in mud ?  I'm not sure about the early WiE though.  This
made

quite a difference to the German ability to hold OOS in mud.  It more than
made

up for the lack of MS units.

 

John's description of a standard attack in the East is entirely accurate.
It does get

rather predictable if both players are experienced.  The problem is caused
by the

fact that the Russians can just count hexes to see where the Germans run out
of 

supply.  (and that the Germans supply lines don't stretch far enough to
force a fight

in front of Moscow)

I proposed a change that gave the Germans an option to advance a single RR
unit

by one hex during each strategic cycle.  (on a dice roll 1=AGN; 2,3 = AGC;
4,5,6

= AGS).  I haven't had chance to try this out yet, but it would at least
give some

uncertainty to how far the German supply will reach.  The average of 2 extra

hexes forwards would mean a bit of a scrap in front of Moscow in 1941.

 

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John wrote:
I beg to differ. Riga and Odessa routinely fall to my German attack in
CWIEII by the second week (in fact, Riga often falls on the first turn to an
airborne attack which is the riskiest attack I make. In fact, the arms
centers/training centers in Odessa, Kiev and Minsk are also taken in the
usual course of events by turn 3 or 4. Every Soviet unit on the front and
90%+ within 10 hexes of the front from the Baltic to Odessa dies. In short
the soviet forces as they exist on turn one of the battle are pretty much
wiped out. Shock of war hits on turn one or at most two due to the losses on
the front. 

And with all of that, the majority of times the Soviets win. This includes
when I play the dual play option (where two simultaneous games are going
with each side playing the soviets in one game and the Germans in the
other). 

The reason the Soviets win? They run away. They get to a point just beyond
the German supply lines. Or more accurately, the resurgent soviet forces
establish a new line just past German supply since there really is no one
left to run away. Things can get pretty hairy for the Soviets, but General
Winter arrives in time and the soviets rebuild during the winter and thus
are able to fend off the German '42 attacks well enough to fight on to '43
and its all down hill from that point on.

Now maybe CWIE I is different enough from the WiTE, but it is far away from
reality for the absolutist victory conditions you present.

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