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Posted: Thu Jun 30, 2011 11:24 pm
by Plaid
I can't see problem in this discussion.
Air unit can take partisan controlled hex, and what?
Its stupid and risky way of rebase, and nothing more.
Posted: Fri Jul 01, 2011 2:06 am
by Schnurri
1) it is really stupid - an entire air corp and all it's equipment, supplies, personnel suddenly appear in some "partisan controlled territory"
2) they bomb Ploesti, Berlin, etc.
3) it is just plain "gamey"
if it can't be fixed with programming so be it - just make house rules with opponent...
Posted: Fri Jul 01, 2011 2:46 am
by richardsd
could it be rationalised as SOE opertations?
Posted: Fri Jul 01, 2011 11:09 am
by Peter Stauffenberg
The problem is that air units have to be allowed to be based in friendly hexes with less that supply level 3 (city supply). This is needed to allow the air units to e. g. use islands as airbases.
The game engine won't see a difference between pockets of friendly hexes and islands. So if we change the rule so you can only place air units in hexes with supply level 3 or better then we at the same time deny the usage of islands.
I think that's even worse because you e. g. want to send the air units to the Greek islands when you invade Greece as the Axis to prevent against Allied counter attacks. Islands with cities are different and you can't capture them with air units because the supply level is 3.
The Allies use e. g. air units to "liberate" unsupplied pockets of enemy controlled hexes in north Africa after Torch has begun. This way the can quickly expand the invasion area and move inlands.
The Allies also land air units on the Greek islands to bombard Ploesti. The Axis remedy to that is to send fighters to Bulgaria or Greece and attack the bomber airbases.
You do the same about enemy bombers landing in partisan liberated hexes in Russia. Send a fighter to the area and attack the bomber each turn. The bomber will lose so many steps each turn and can't repair much losses so it will be destroyed rather quickly. You can even send rear units to the area to attack it from the ground.
So I agree it's a nuisance to the Axis player, but not a serious problem unless you allow them to operate unhindered
Posted: Mon Jul 04, 2011 3:42 am
by Morris
Hi Borger , I partly agree with you . I am not good at things happened in Balkan , but in Russia it is really not make sense . As you know that one air unit is represent for 260 aircrafts , As you know that the scale which 260 bombers could land & take off should be a airport which have several flight strip . It will need at least one month of constuction &tons of construction material transportation , thousands of workers , the area will be at least 5-10 square km . Do you think it is possible happened far behind enemy's line ? Do you believe thousands of partisan (sometimes no parisan )which only equiped with light weapon can accomplish the defence ? How about we give the airunit which try to do this some percentage of damage ? Or just forbid it in Russia .
Posted: Mon Jul 04, 2011 10:32 am
by Peter Stauffenberg
I don't really see the problem. It's only a problem if you ignore the Russian partisans and allow them to liberate many hexes or e. g. let the Pripet marshes hexes remain Russian.
A clever Axis player will keep some Axis minor corps in the rear in Russia to quickly deal with partisans and turn hexes back to Russian control. I even do that in Yugoslavia and the west.
With Axis land units near the rear Russian controlled hexes then it would be suicide for the Russians to send bombers there. They can be attacked by land units every turn and quickly depleted. I don't mind being hit in Ploesti for one turn if I can destroy a Russian strategic bomber in return.
So if the Russians are allowed to send bombers to rear areas and then bombard the Axis then I believe the Axis player has ignored to keep hexes behind his lines Axis controlled.
GS v2.0 is built in such a way the Axis would need to build units to garrison duty, especially in Russia. The more territory you capture in Russia the more units are needed to keep control. This is historical and the real Germans had many corps units in their conquered countries. German "garrison" units in GS v2.0 are often weak corps units equipped only for defensive purposes.
I rarely have problems with partisans as the Axis because I try to deal with them asap. Only once did I get into trouble and it was against Joerock. He had luck with several partisans spawning in the Pripet marshes and it took time for me to get there with Axis units. These partisans formed a Russian controlled blob of hexes leading north / south. It was also time for the Russian 1943 offensive so I actually ended up with 5-6 corps units being trapped due to enemy controlled hexes around them. They had Gomel to supply them, but supply level was 3 and no units could be railed in or out. Once Gomel fell the other corps units were out of supply. That helped the Russians getting an early breakthrough. He eventually won the war by 2 turns and we both agree that this incident was the major contributor that he managed to do it.
So partisans can become dangerous for the Axis if they're allowed to operate for too long. Having Russian controlled hexes in the rear is a big nuisance to the Germans. So the morale is to re-capture those hexes as soon as possible.
Posted: Mon Jul 04, 2011 11:51 am
by Morris
Yes, my professor ! But it is also used by soviet to do the detect mission ( the one which has only one or two steps ).Anyway ,anyone who try to arrive Omsk must afford for all of this ,if he could not manage it ,it will hurt him seriously !