Re: Plaid vs Vokt CEAW GS 3.2 beta AAR
Posted: Sun Jul 19, 2015 8:58 pm
This AAR is over, and I am going to post some comments about this game flow and balance.
First of all air unit range changes do favour allies. In this game I was not prepared for this, so effect was truly devastated. In second game I was ready, but still was able only to mitigate effect, not to remove it completely. Escorted runs for Ruhr are availiable starting from first strategic ops upgrade mean that Ruhr and Essen will be likely destroyed into red production from 1942 until the end of the game. It is already ~12 PPs * war effort, so it is like reversed "large axis" advantage set at game start.
Bombing anything out of escort range can (and should) be made very cost-ineffective by interceptors, but escorted bombing always favour allies. If axis intercept, thats even more PP damage. Repairing 3-4 fighters every turn is probably more devastating for Germany, than bombing itself.
Another thing illustrated by this game is that its very bad to face Soviet winter offensives standing still - retreats are strongly advised for axis. Huge casualties sustained during winters together with strategic bombings destroyed way to much German PP and MP to hold Berlin into 1945.
People here made comments about June 22 Barbarossa is being very bad. I don't think so. Even if you start in May you are unlikely to secure something major (Moscow/Leningrad/Stalingrad), and minor objectives deep to the east like Tula/Orel/Kursk and so on will be likely abandoned (or lost, if defended actively) during SW. Very bad is standing ground while Soviet shock units wipe out axis troops with minimal damage for themselves, not Barbarossa in June.
Axis also suffered from airforce disbalance. 5 tactical bombers were built, but they were mostly grounded starting from mid 1943. Those PP would be better invested into fighters and ground units.
Barbarossa was not properly executed in this game though. It was "lets attack everywhere and see what happens" campaign without any certain objective in mind. So it got worse progress, than it could.
In 1943 things were bad, I thought Soviets will start offensive in summer and rush all the way to Berlin. In fact things went not so fast. Succesful 1943 Overlord is also fatal for axis. It was surprise for me, how relatively long Berlin and Hamburg held.
In general game idea was to play "historically" and see what happens. Old 3.0 game http://slitherine.com/forum/viewtopic.php?f=78&t=43999 was was played with same philosophy in mind, but led to a stalemate. Here we see allied major victory.
Vokt on the contrary properly utilized rule changes and executed very effective strategic bombing campaign and executed ones of the most devastating winter campaigns in USSR, from what I have seen, so he got his well deserved victory in this one.
First of all air unit range changes do favour allies. In this game I was not prepared for this, so effect was truly devastated. In second game I was ready, but still was able only to mitigate effect, not to remove it completely. Escorted runs for Ruhr are availiable starting from first strategic ops upgrade mean that Ruhr and Essen will be likely destroyed into red production from 1942 until the end of the game. It is already ~12 PPs * war effort, so it is like reversed "large axis" advantage set at game start.
Bombing anything out of escort range can (and should) be made very cost-ineffective by interceptors, but escorted bombing always favour allies. If axis intercept, thats even more PP damage. Repairing 3-4 fighters every turn is probably more devastating for Germany, than bombing itself.
Another thing illustrated by this game is that its very bad to face Soviet winter offensives standing still - retreats are strongly advised for axis. Huge casualties sustained during winters together with strategic bombings destroyed way to much German PP and MP to hold Berlin into 1945.
People here made comments about June 22 Barbarossa is being very bad. I don't think so. Even if you start in May you are unlikely to secure something major (Moscow/Leningrad/Stalingrad), and minor objectives deep to the east like Tula/Orel/Kursk and so on will be likely abandoned (or lost, if defended actively) during SW. Very bad is standing ground while Soviet shock units wipe out axis troops with minimal damage for themselves, not Barbarossa in June.
Axis also suffered from airforce disbalance. 5 tactical bombers were built, but they were mostly grounded starting from mid 1943. Those PP would be better invested into fighters and ground units.
Barbarossa was not properly executed in this game though. It was "lets attack everywhere and see what happens" campaign without any certain objective in mind. So it got worse progress, than it could.
In 1943 things were bad, I thought Soviets will start offensive in summer and rush all the way to Berlin. In fact things went not so fast. Succesful 1943 Overlord is also fatal for axis. It was surprise for me, how relatively long Berlin and Hamburg held.
In general game idea was to play "historically" and see what happens. Old 3.0 game http://slitherine.com/forum/viewtopic.php?f=78&t=43999 was was played with same philosophy in mind, but led to a stalemate. Here we see allied major victory.
Vokt on the contrary properly utilized rule changes and executed very effective strategic bombing campaign and executed ones of the most devastating winter campaigns in USSR, from what I have seen, so he got his well deserved victory in this one.