Axis launch 1942 Barbarosa on time ! The Red army has no choice but retreat ......
Meanwhile , Allies has just conquer Syria which Axis abandoned two turns ago . Axis seems concentrate to defense Suez canal .



Moderators: Happycat, rkr1958, Slitherine Core
I wouldn't call genius or experienced playing surrendering a country with a paratrooper dropping. I would call that game-exploiting playing. It's just players exploiting a weakness in the rules and/or in the simulation ability of a game.Schnurri wrote:I agree with the comments that long-distance, unsupported para drops are unrealistic but equally unrealistic is leaving captured territory essentially unguarded. I know when I started I hated that more experienced players would drop a para unit into Bucharest and cause them to change sides. Aggressive play means taking chances like leaving Rome without a garrison and being captured by a GAR. This is a good way of keeping things honest and forcing defense in depth which is realistic.
It's far far more gamey to leave the capital defenceless. Sorry, but if the hex is empty, then it's empty. Even a 1-step partisan unit can capture an empty hex and I have absolutely no problems with that. Just put a freaking GAR/Corps there and be done with it. Hex-garrisoning is a good example of a "soft rule". The game doesn't force you to garrison any hex, because technically you can move the units rather freely. There is no "hard rule" here. However, the game heavily *encourages* you to garrison various hexes because it's beneficial gameplay-wise. It's a soft rule and that's good IMO.Same could be said about garrisons performing landing operations like that famous one taking Rome. Although someone could think of that as a genius strategic move, in reality it's just another game exploiting move.
Vokt wrote:I wouldn't call genius or experienced playing surrendering a country with a paratrooper dropping. I would call that game-exploiting playing. It's just players exploiting a weakness in the rules and/or in the simulation ability of a game.Schnurri wrote:I agree with the comments that long-distance, unsupported para drops are unrealistic but equally unrealistic is leaving captured territory essentially unguarded. I know when I started I hated that more experienced players would drop a para unit into Bucharest and cause them to change sides. Aggressive play means taking chances like leaving Rome without a garrison and being captured by a GAR. This is a good way of keeping things honest and forcing defense in depth which is realistic.
We have to keep in mind that CEAW is a game with really wide spotting ranges for air units. We know that for the paratrooper dropping to be possible the target hex has to be a spotted one. Deep within enemy territory airborne operations would just be taking advantage of the fact that air units in CEAW possess quite wide spotting ranges. So maybe it's not that you have left undefended a city or capital, maybe it's that air units shouldn't be able to "see" that much inside your territory.
Besides, let's just admit it: a paratrooper division HADN'T by the time of WW2, the heavy equipment needed for taking cities the size of Bucharest or Budapest, let alone London, Hamburg, Berlin or Rome. It wasn't just possible to think about carrying out those operations without the certainty of the paratrooper division being completely annihilated for no results, so not even average military planners would have even considered the possibility of going forward with such operations. On the contrary, objectives that suited much more with paratrooper ops were little villages, crossroads, bridges, depots, etc but never entire cities.
Same could be said about garrisons performing landing operations like that famous one taking Rome. Although someone could think of that as a genius strategic move, in reality it's just another game exploiting move. It's just garrisons units being used far beyond of their territorial role in a game-exploiting way since no garrison unit in WW2 participated in a landing operation. Furthermore, as paratrooper units, they also lacked the equipment to seize a big city. For this reason, this type of units shouldn't be able to land on enemy hexes and, if alowed to be transported by sea, they only should be possible to be unloaded in ports. Doing so would avoid those Persian, Iraki or Egyptian transported garrisons seeking desperately for an empty Italian surrender city: again, funny but unrealistic.
All of this has to do with the role of "cheap infantry" that garrison units have earned through the years in the game. In reality, they have become units to be used as cannon fodders, to spam beach hexes with units, to cheaply fill double defensive lines, or ZOC dispositions, etc. All of those uses of garrison units could make us think if this type of units need a review. To avoid the use of garrisons units as spamming units maybe they should be allowed to be railed from city hex to another city hex and not to the adjacent hexes of the city. This would be because garrison units were supposed to guard cities only, not to oppose landings: they just weren't operational units.
It could be considered also the possibility of upgrading garrisons into truly operational units like Reserve units were. Both Soviet and German armies had many of these Reserve units which could be created from garrisons.
Seemingly, this also happened to supermax in the past. He just didn't enjoy the game and quited. I just have finished a game against supermax which I enjoyed a lot. I'm confident that he just enjoyed the game too. This is what finally matters when playing CEAW.supermax wrote:I couldn't agree more.
There is more than 1 game that I stopped because it was blatant.
Some players are simply invincible , and never hit subs, never get a bad attack turn, always kill and destroy enemy troops , (you never have units that survives at 1 or 2 steps when you open your turn) , etc. , and all. Its quite obvious and easy to spot when you think about it.
This one time I stopped a game because the axis player was able to take Leningrad in 1 turn, while fully entrenched. My unit was guard, with a defensive general, and max entrenchment. Well the player was still able to storm the city in 1 turn
There's a few names that come to mind... "Very good" players"...
And as a conclusion, everytime someone post on the reload thing it is very interesting to see that not many players actually comment. Guilty feeling?
I would say you just need to find people that don't reload.
Forgetting to garrison a city or capital where a partisan unit is running round is another matter. I just was referring to purposeful landing operations done with garrisons like those seeking for an empty Italian surrender city. Yes, the simple fix is to garrison all the cities, even Venice, but someone really believes that a landing operation in Venice could be possible to do with a garrison unit and having the Allied supply source in Malta or Tunis?Cybvep wrote:It's far far more gamey to leave the capital defenceless. Sorry, but if the hex is empty, then it's empty. Even a 1-step partisan unit can capture an empty hex and I have absolutely no problems with that. Just put a freaking GAR/Corps there and be done with it. Hex-garrisoning is a good example of a "soft rule". The game doesn't force you to garrison any hex, because technically you can move the units rather freely. There is no "hard rule" here. However, the game heavily *encourages* you to garrison various hexes because it's beneficial gameplay-wise. It's a soft rule and that's good IMO.