[WarInEur] Fw: Alternative Soviet rail costs

Kent & Sue Haunschild kentsue at cox.net
Tue Oct 23 23:48:31 EDT 2007


Sergio,

I really don't see this as you describe it:


> more pro-Axis, anti-Soviet/Allied stuff.
>
What it is is the desire of some players to explore the differences between 
the first and second edition of War in the East.  It appears that, for some 
unknown reason, the game became skewed in the Soviet's favor when it was 
released as part of War in Europe.  Unless we code it as an option we are 
unable to test it and see which treatment gives more historical results.

Looking at the scenario setups in War in Europe you cannot avoid noticing 
that "some" of the Arms Centers have disappeared.  That is they are not 
still on the board, and they are not in the Siberia box.  Therefore, the 
implication is that the designers expected "some" of them to be overrun 
before they could be evacuated.

This does not happen in War in Europe, but happened routinely in War in the 
East ed 1.  Something has gotten glitched if none of the Soviet Arms Centers 
can be captured.  So, I really really do not see it as more 
anti-Soviet/Allied stuff.

We know the German's lose, that is history and the result is built into the 
game design.  The real question is how badly they lose.  I think we can have 
a better game if we are willing to explore some alternatives.  In a board 
game we can easily make up our own house rules and enforce them on the spot. 
With the computer we have to build the houserules into the code.  Players 
then have the option of turning them on if they want to try them or off if 
they want to play the game "out of the box."

Of course, I'm sure you being an "out of the box" type of guy would never 
consider playing a game where the Axis player was restricted from chaining 
MSU's or any of the other post SPI publication game tweaks that have curbed 
the Axis capabilities on the East Front. (BUT I WOULDN'T BET ON IT). 




More information about the WarInEur mailing list