Back to Erik: 17Kelja1
ColonelY wrote: ↑Fri Mar 06, 2020 2:08 pm
17Kelja1:
A good scenario, with a nice briefing as well!

Alas, I do think that it's
not enough challenging as it is... Indeed, with an aggressive defense (

), using the mobility of our ski troops, it's (too) easy to destroy entirely the Russian troops!
In my playtest (level 3 as usual), there was for example no fighting at all around the fort (which we are not really supposed to hold), because there was not a single Russian able to even reach it.
What happened? Well:
1. The Russian heavies came too late - almost when most of their regular infantry units were on the retreat.
2. Their artillery - good and strong, by the way - came into action more or less in the same time than their heavies, so too late to really have an impact on the battle...
Their artillery was able to deal some decent damage (before being entirely whiped out
), but mainly because my troops had counter-attacked heavily and brought the actual fight on the river itself...
3. Their planes stayed put around their deployment zone (
so out of action) for quite a long time at the beginning, even if my fighters have reached them to "tease" their bombers...
If the player can destroy about a dozen of regular infantry quickly and without taking much casualties, then all's directly said! Or almost...
Therefore here are my suggestions:
1. Deploy all heavies a little northern, so that they are more likely to stick closer to their regular infantry units and to help them a little;
2. Spawn the artillery sooner (so no longer at turn 3) and/or a little northern as well, so that they can at least support a little their regular infantry in case of fighting near the borders of the river;
3. Make their planes more aggressive - they could fly above their troops (right to the north, maybe) and use theirs bombs to support their assaulting troops;
With the three previous points, the Soviets would be able to launch a better coordinated assault, with more concentrated power... and would then put more of a challenge!
4. Finally, what about increasing the length of this defensive scenario?

If they attack more efficiently, then give them some time to obtain results and for the player to counter this stronger threat... So, what about maybe 25 turns instead of 20?
By the way, it's very nice that we could use the "Construction group" to build an airstrip - really useful "fuelwise".
It makes me think again to the option which would be optimal, according to me, for the 14Kemijarvi scenario.
Getting a bit cocky, eh? We'll see about that!

(

)
- Added tanks, one per rifle company and AI, total 6. Labeled them as "2/1 Armour," etc. (Go ahead, laugh them off!

)
- Increased Soviet income from 34 to 40, following the rule of thumb of +1 for each additional unit.
- Provided transportation to all heavy infantry (although I don't know if it will make any difference on ice) and moved them up to join their companies.
- Moved all Soviet groups much closer to land. Yes, too much ice time (they were reminding me of the Soviet hockey team), and the Finns on skis probably have a big advantage in maneuverability on ice. Plus, less time slip-sliding to the action. Heavy infantry are now behind infantry by only one hex (trucks seem to move 3 hexes on ice while infantry moves 2) and tanks a bit further back (they seem to move normally on ice.)
- While doing that, I positioned AI teams to be more in line with their initial destinations, thus avoiding any criss-crossing confusion.
- Now the action starts no later than Turn 2 but I agree, this is a big map so I increased the turns from 20 to 24.
- Soviet artillery now spawns on Turn 2 instead of 3 and while still on the edge of the map (it is a practice of mine not to spawn arriving units on interior hexes), I did move them east a bit which gets them closer to land.
- Soviet planes seem to move sprightly in my testing; they are already on aggression 75 and I don't want to move them up any further so that they just start wrecking themselves. I did build them another set of exit hexes to the west (and afforded the Finns the same courtesy).
- The enemy air unit redeployment mechanism is in here but there is no objective to down any or all of them, so that is good. Also, there are no initial deployment hexes in dense forests so that, too, is good.
- I did revert the 16 mines to Finnish control, as I figure that this is definitely a defensive battle and the Finns ought to know where there own mines are just as they know where there foxholes are located.
Regarding this:
By the way, it's very nice that we could use the "Construction group" to build an airstrip - really useful "fuelwise," what? Oh, no, no, no. (Wags virtual finger at you.) That construction group and the two cargo trucks (along with the two fuel depots) are structures meant to be
defended, not used or moved around (such as into the forest to protect them). What an exploit you have uncovered!
Alas, this game lacks stationary infrastructure. Hangars disappear after one turn; radars give unintended visual range; bunkers, fortresses, and coastal guns all fight back; and air strip gives unintended air support. The only other thing for this purpose beside fuel depot is oil pump and that is what I went with as a symbol of industriousness and equipment use in the supply dumps:

- Screenshot 1.jpg (310.66 KiB) Viewed 3155 times
So you can look forward to playing this one again with a much greater challenge, methinks. If, that is, Erik approves the changes. He may choose to subsequently edit.