Quoting Stauffenberg:
andWe're playtesting past 1942 with the current rules to check the game balance. So far the games I've played show that with normal play the Axis can get to the historical line in 1941 and hold pretty well through the first winter. In 1942 they can push hard and capture some strategic objectives (Leningrad, Moscow, Stalingrad, oilfields).
The German oil levels seem pretty ok for the 1942 offensive.
We've yet to see how the changes will affect the end-game and that's why we haven't released the beta yet.
I don't think you can use any games against Morris as a reference for game balance. Normal Allied players would not have sacrificed the Royal Navy etc. So the Axis will have many extra units for Barbarossa than you had. When Morris is the Axis he gets to Omsk in 1942 (at least before the latest changes). I think you should only be able to get to Omsk against a very inferior player. Then you win an ultimate victory.
Most games should see the initiative shift to the Allies late 1942 or early 1943. Then the rush towards Rome and Berlin will be interesting.
Before we made the latest changes I noticed that many experienced players (including me) got crushed by the Germans in 1942 and the Russian defense crumbled. I've never seen that happening to me before. This happened against normal Axis opponents. So the official GS v2.0 is actually biased in favor of the Axis.
Morris claims otherwise because he says he has a strategy to stop the Axis armor blob. I haven't seen in and we can't base the game balance upon weird strategies that only a few can think out. We need the game to be balanced when both sides select pretty normal strategies.
So my advise is to just play GS v2.0 with the latest beta changes as the Axis against a normal player. Then you will see that you have very good punch in Russia if you don't go for Sealion. The rules we added in GS v2.0 with 30 efficiency drop for the Russian units and also halved efficiency recovery for 4 turns means that you don't have to fear counter attacks until late 1941. So you can storm eastwards as fast as you do. The best Axis players manage to take Leningrad, Moscow and maybe even Stalingrad in 1941 even with the latest GS v2.0 beta changes.
I do not agree that Players should play agains 'normal' gameplay. Should I ask my opponents question like 'will you sacrifice UK to kill me in USSR in 1942?'The official GS v2.0 is not balanced enough. It's biased in favor of the Germans. Good German players could crush the Russians in 1942, even without using an armor blob. So reverting back to the official GS v2.0 is not an option. Instead we have to tweak what we have using the data we get from the latest games. So far it seems that the change with the efficiency (drop by 20 instead of 35 and remaining 25 below max for the duration of the severe winter and slightly less duration of the severe winter) actually helps the Germans survive the winter a bit more. So they're back on track in 1942.
E. g. I'm playing the Axis against Pionurpo and we're in August 1942 and I've taken Grozny, Stalingrad, Leningrad and can with luck get all the way to Baku (I've cut rail support to Baku). He's not a novice player. Against Ronnie I'm doing a bit less well, but I still have a chance for a good 1942. In my Allied game against Ronnie I struggle to inflict Axis losses because he retreated past the Dnepr. He will come back with a vengeance in 1942.
The conclusion is that you need to adapt your playing style a bit and when the smoke has settled you should have a fair chance with both sides. Our main problem in the beta phase is that game balance tweaks, bug fixes etc. have moved the target so you had to quickly alter your strategy to the new circumstances. That makes it harder to get valuable game balance data. We hope that's soon over now so what we have now is what will be released in GS v2.1.
I do not agree that game is biased towards Germans.
I used to design and tweak games and it's all about creating proper 'environment' for the Players. Any wholes in this lead to 'extreme' and unrealistic strategies like Morris's one. To start I'd like to point two holes I see in (otherwise very appealing) game:
1. Successful SeaLion really hinders Germans and have no real impact on (or even boosts a little - convoys!) UK.
2. Amphibious landing engine.
Ad.1
Shouldn't it be that successful SeaLion gives Germans great advantage in the game to the point of most likely victory? I think yes. This way UK Player will not waste his forces and do not do things like scarifying all the country just to clear the way for Soviets. This simple fact completely destroys Morris strategy and create realistic 'begin of the war' environment.
Ad. 2
I wonder if it is possible for US/UK to load troops in America swim whole Atlantic right to Sicily and make successfull landing. Why didn't they bother to take West Africa then? Why Overlord wasn't made directly like that?
For me the answer is that you cannot have ground unit swim on a ship for quarter of a year and then drop it just into the battle.
I propose following rule: each ground unit starting turn in transport on a see looses 10% effectivenes. Amphibious landing is another 10% of effectiveness lost.
This way it will be completely impossible/very risky to swim from America directly to Sicily. You'd need to make base in North Africa first. Even invasion made directly from Egypt will be more risky. Finally this gives Allies very good reason to keep UK for further landing in Europe (see pt1).
Any comments/ideas?





