supermax wrote:I propose the following modfification when doing the new version: Make the Russians PAY dearly for not defending their home territory. Politically by having the americans entering the war later, by Turkey joining the axis side if the germans advance too rapidly in Russia, etc. Then, if the germans can actually kill some RELEVANT russians units in 1941, it will by far help them have a good time in Russia. You dont even have to weaken the russians, it will only make them think of better ways not to retreat too far but not get their army destroyed. It would create a very interesting "war of manoeuver" and change the Barbarossa campaign significantly. It would even make it interesting for the russians, since they would have to find creative ways to manoeuver themselves to safety. It would also make any "moriss type offensive" i.e. concentrating only on 1 area of the front non-doable. this would render Barbarossa more historical, since the germans would have to advance on a broad front (like historically) in order to catch the russian army.
My last argument is that the game (1941 Barbarossa) would be closer to historical reality.
What do you think of that proposition?
I don't see the point of this. First off, you're contradicting yourself a bit by proposing a change that would make an unusual strategy (Morris's) undoable. You can't have the opening paragraph of your post criticizing changes made for that purpose and then propose the same thing.
Second, Russia is not like Great Britain or France. Russia is like the U.S. in that even if you conquer the portion of the country represented on the CEAW map, there is still a lot more out there. Get to Omsk, and you haven't even captured 50% of Russian territory! Why should the game make it possible to make every Russian unit "magically" dissappear when Omsk falls? I for one don't believe for a second the Soviets would have stopped fighting even if the Germans penetrated that far. To me, beating the Russians so severely that they can't striked back effectively is much more historical than giving the Axis a real shot at Russian surrender against a reasonably-matched opponent.
And I think you are severely underestimating the value of a 1941 Barbarossa as well. I just did one, starting in May 1941 with a fairly balanced approach against a very good player. My opponent retreated as much as he could and did not defend hard until the Moscow/Leningrad forests. Even so, I captured Leningrad and Stalingrad, and ended in winter positions right at Moscow. I can assure you that I killed "relevant" units as well; 1 tank, at least 6-8 mechs, and dozens of corps. How can you say that it's not worthwhile to do a 1941 Barbarossa when it's possible to inflict such a beating on a good opponent? I have put myself in a very good position to win the game. Isn't losing so much territory penalty enough on the Russians for not sacrificing their whole army to slow the Germans down?
I believe GS does a decent job at not forcing players to repeat the mistakes of the past. That's what you would be doing here. The real Soviets barely stopped the Germans from taking Moscow in 1941 because their losses were so high in the initial stages of Barbarossa. To me, forcing the Allied player into a fight against a superior enemy wouldn't be fun at all.
The solution of making the Americans enter the war later doesn't make any sense either. The U.S. was no friend of Soviet Russia. Many in America were actually rooting for the Nazis (the old "are fascists better than communists?" dilemma). American entry is based on two events set in history and completely out of the realm of the game: the Japanese attack on Pearl Harbor, and the German declaration of war on the U.S.
Bottom line: the game allows Barbarossa to run a historical course if the Axis player is willing to play it that way. If the Axis player wants to use other strategies, then that's fine. We can only make the historical approach possible, not compel players to follow it. I don't want to make the Morris-type offensive undoable; it is great to see different strategies like that. And I do understand your point about changes being made to address those strategies; perhaps the team should not be so aggressive in making alterations. But the very fact that strategies like yours and Morris's are viable means that the dev team hasn't gone too far.