[WarInEur] Combat results oddity

Don Lazov dlazov at comcast.net
Tue Aug 26 21:22:35 EDT 2008


Kent,

I edited all the images and have already created those. I sent them to 
Karl last year and he did not include them cause we did not have time to 
create the templates and test them.

Don

Kent & Sue Haunschild wrote:
> Well not at the moment with CWIE2.  We can't create our own units as 
> easily as we did in CWIE1.  I need to find some one who can edit the 
> image file and add the 2-4 Fr, 2-4 Mtn Ru, the 2-4 Mtn It, and the 2-4 
> Mtn Bu.  Also a number of optional units in the DG rules aren't 
> supported either.
>  
> Another reason that France is so tough to crack in War in Europe is 
> that there are 8 IRP and 8 MRP on the Reinforcement Track that arrive 
> by 3-5-40.  They are there primarily so that the French can replace 
> units if the Germans invade in 39, but they accumulate if there is no 
> attack in 39.  In the 1940 campaign these are omitted and the French 
> start with none.  So at a minimum, you can delete these other wise 
> these amount to about a 15% increase in the number of units.
>  
> You can edit the units file and change the values for the French units 
> but the will still display as a 3-4.  But maybe that would be a good 
> thing create a new unit with a 3-4 face but with 1-4 or 2-4 values.  
> It looks impressive, but disintegrates in its for exposure to combat.
>
>     ----- Original Message -----
>     *From:* Gary Krockover <mailto:cmbb at garykrockover.com>
>     *To:* Kent & Sue Haunschild <mailto:kentsue at cox.net> ; Eric Gerber
>     <mailto:cgerber at socal.rr.com> ; Warineur
>     <mailto:warineur at mailman.halisp.net>
>     *Cc:* akrockover at sbcglobal.net <mailto:akrockover at sbcglobal.net>
>     *Sent:* Tuesday, August 26, 2008 3:13 PM
>     *Subject:* Re: [WarInEur] Combat results oddity
>
>     Yes, this is exactly what we are finding.  I did strip all of the
>     colonies and shipped those troops home; I questioned myself at the
>     time wondering if France had done this as well, and if not, why
>     not - and you've provided that answer.
>
>     Are there any optional rules or balances that can be used to bring
>     France into line more historically?
>
>     GJK
>
>     At 02:51 PM 8/26/2008, Kent & Sue Haunschild wrote:
>>     Your discovering one of the flaws in the simulation for
>>     yourself.  France is too strong militarily speaking.
>>      
>>     There are several reasons for this in the game.  One, there is no
>>     down side to stripping the French colonies of troops.  The
>>     reality is that the forces that France ststioned in the colonies
>>     were more of a garrison to keep the "natives" from revolting than
>>     to defend them from outside agressors.  Two, the French Infantry
>>     are represented as a uniformly trained force of 3-4's.  However
>>     this was not the case.  Many units lacked manpower and equipment.
>>     There were a lot of ill trained reserve and newly formed units. 
>>     I'd guess that 50% or more of the units on map in 1940 should be
>>     2-4's and all the reinforcements should be 2-4's.
>>      
>>     It takes a down grading of that magnitude to give the Germans a
>>     chance, not a certainty, of defeating France within a historic
>>     timetable and with reasonable casualties.  This is especially
>>     true when the historic rules are not used.  The entire German
>>     Production system "presumes" a historic 1940 campaign,  when it
>>     takes longer or costs more, then it derails the invasion of 
>>     Russia and the Axis goes down in 44 not 45.
>>      
>>      
>>
>>         ----- Original Message -----
>>         From: Gary Krockover <mailto:cmbb at garykrockover.com>
>>         To: Eric Gerber <mailto:cgerber at socal.rr.com> ; Kent & Sue
>>         Haunschild <mailto:kentsue at cox.net> ; Warineur
>>         <mailto:warineur at mailman.halisp.net>
>>         Sent: Tuesday, August 26, 2008 12:11 PM
>>         Subject: RE: [WarInEur] Combat results oddity
>>
>>         In my pbem game (me as the Allies), Germany is having a heck
>>         of a time defeating France; it's the 3rd week, 8th cycle, of
>>         1940 and he's just now barely reaching Paris. We can't
>>         imagine that Russia would ever have a chance of falling.
>>
>>         The sad part of it is, that as the Allies, I've rarely
>>         counter-attacked because the best that I can muster is a poor
>>         3:1 attack that would more times than not be more detrimental
>>         to me, so I just fortify and sit there which takes away from
>>         the enjoyment factor a bit.
>>
>>         Again though, we are both new to the game, so perhaps there's
>>         some tactics or approaches that are unique to the game that
>>         we need to learn.
>>
>>         GJK
>>
>>         At 01:55 AM 8/25/2008, Eric Gerber wrote:
>>>             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
>>>                 <mailto:warineur-bounces at mailman.halisp.net%5DOn>
>>>                 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
>>>                     <mailto:cmbb at garykrockover.com> 
>>>                     To: Kent & Sue Haunschild
>>>                     <mailto:kentsue at cox.net> ; Warineur
>>>                     <mailto:warineur at mailman.halisp.net> 
>>>                     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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