[SPAM] - RE: [WarInEur] Combat results oddity - Email found in subject

Kent & Sue Haunschild kentsue at cox.net
Mon Aug 25 18:54:36 EDT 2008


Chuck,

I don't agree with burning up the Axis minors as a acceptable tactic.  True the game allows it and given the WitE Rumanian withdrawal rules almost demands that they be expended, because they are replaced anyway.  But I think ITRW the minors would have surrendered sooner than they did if the Germans were treating them as expendable cannon fodder.

If I had my way the surrender conditions for the various countries would include a count of units lost.  Sort of like the CWIE1 Poland option which required that the Poles re-reduced to 40 strength points. Each country Poland, Yugoslavia, Holland, Belgium etc. would have a threshold that losses would have to exceed before the country surrendered. 

We already have such a system for Finland, I thing we should add it as an option down the line.
  ----- Original Message ----- 
  From: Chuck Sutherland 
  To: Eric Gerber ; Kent & Sue Haunschild ; Warineur ; Gary Krockover 
  Sent: Monday, August 25, 2008 12:37 PM
  Subject: RE: [SPAM] - RE: [WarInEur] Combat results oddity - Email found in subject


  I disagree, the original game was about making attrition attacks again the Russians down to nothing and winning the game as the Germans! Use all the minors you can lay your hands on and a lot of 6-5 and bleed them, every 1-4 not in the game lowers the number of 4-4. If you bleed them enough you can finish them in 42 as they will be vulnerable to para attacks. Any ground the allies make in the west is more then compensated for with the production bonus for Russia!

   

  Chuck Sutherland


------------------------------------------------------------------------------

  From: warineur-bounces at mailman.halisp.net [mailto:warineur-bounces at mailman.halisp.net] On Behalf Of Eric Gerber
  Sent: Monday, August 25, 2008 2:55 AM
  To: Kent & Sue Haunschild; Warineur; Gary Krockover
  Subject: [SPAM] - RE: [WarInEur] Combat results oddity - Email found in subject

   

  The original game was about making lots of 3-1 attacks.  This is what allow you to push the line until it broke.

   

  Eric

   

    -----Original Message-----
    From: warineur-bounces at mailman.halisp.net [mailto:warineur-bounces at mailman.halisp.net]On Behalf Of Kent & Sue Haunschild
    Sent: August 24, 2008 10:57 PM
    To: Warineur; Gary Krockover
    Subject: Re: [WarInEur] Combat results oddity

    The the board game CRT has been coded into CWIE2 so they are identical.  Normally, I never make low odds attacks because they are so adverse for the attacker.

     

    However, the attrition option almost requires the use of low odds attacks to soak off the ememy strength.  It was while playing a hotseat game that it occurred to me that when the defender is flipped he always has the option to retreat but the attacker doesn't.  Which given the rules regarding flips always have the retreat option seemed odd. So I brought it up for comment.

     

    One of the reasons the Static division were given the attack factor of one was so that it could participate in a low odds attack and hope for a both retreat result and maybe retreat out of a pocket  Otherwise they are just about helpless

     

    Expanding on this idea and modifying the CRT by adding some Ar results  and allowing the Attacker the retreat option if flipped by a Ae or Aex result "seem" to be an expansion of that idea and should give the Allies and Soviets some more combat options when on CRT4.

     

    For example-

     

    Maybe the 1:2 odds which is now all Ae would be changed to Ae, Ae, Aex, Aex, Ar, Ar.  So there would be a 1/3 chance for complete dietruction of the attacker, a 1/3 chance of an exchange result with a flip and attacker retreat option following and a 1/3 the the attacker would be forced to retreat or flip to hold the hex.

     

     

    Other columns woul be similiarly modified but you get the idea.  Players have complained that the Allies and Soviets have such crappy CRT's that it is impossible to make an attack.  This or a similiar change would rectify that to a certain extent.

      ----- Original Message ----- 

      From: Gary Krockover 

      To: Kent & Sue Haunschild ; Warineur 

      Sent: Sunday, August 24, 2008 11:48 PM

      Subject: Re: [WarInEur] Combat results oddity

       

      I'm new to the game, but along these lines I've noticed that the CRT's are very defensively balanced (i.e., very non-"bloody").  A 4:1 or 5:1 attack even only does a DR on a 5 or a 6 with the rest of the results being adverse to the attacker.  This just means that you really have to plan and coordinate your attacks (using air support and optimal combined arms attacks).  Is this normal in the boardgame version as well (I'm coming from the CWIE2 beta-tester point of view)?

      GJK

      At 11:29 PM 8/24/2008, Kent & Sue Haunschild wrote:



      On combat results of 1/2ex, Ex, or De if either unit is eliminated it can flip and retreat.  If the Result is a Dr or Br the defender can choose to flip and hold the hex and the attacker can choose to flip and advance on a Br. However, if the result is a Ae or Aex the battlegroups cannot retreat.  Seems kind of odd.
       

      [11.32] At the moment that a unit is reduced to its Battlegroup, the Battlegroup has the option to retreat one hex. In some cases, this will save the unit from being Overrun in the Enemy Mechanized Movement Phase.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
       

      [12.63] Whenever a Kampfgruppe or a Battlegroup is formed as a result of combat, that unit has the option to retreat one hex. This retreat must be made immediately during the Combat Phase, before any other combat is resolved.

       

      Here are two rules from the DG living rules.  Why don't they apply to Ae or Aex results.  Also how come there is no Ar.  It seems to me that it is more likely that a attacker will retreat rather than suffer elimination.
       

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