Siberian HEAT
Member
I recently contacted Todd Klemme about his Serbia-Galacia 14 scenario as well as a bit of talk about his Tannenberg 14 scenario. Unfortunately for us, Todd doesn't even own TOAW anymore and has exited from scenario design altogether. However, he has given the greenlight to modify his existing scenario of Tannenberg to give it more play balance should it be necessary.
Since we have many reports in for this scenario, and I have played it myself several times, I think it is safe to say it favors the Germans fairly heavily. Out of 33 reports at WHQ, 40% were German Victories, 40% were draws, and 20% were Russian victories.
I am open to ideas on how to tweak the scenario ever so slightly so we get just a few more Russian victories.
Some ideas:
Link the rail line between Kovno and Warsaw so the Russians have greater freedom of movement between north and south. This can be done off-map...but large scale mixing of the two Russian armies is probably very ahistorical.
Rearrange the VP hex values slightly to give the Russians less of a handicap at the beginning of the game.
Shorten the scenario by a turn or two to give the Russians a better chance of hanging on to more VP hexes.
Some other internal design tweaks (force proficiency, supply, etc.) which might be harder to quantify.
Thoughts?
Since we have many reports in for this scenario, and I have played it myself several times, I think it is safe to say it favors the Germans fairly heavily. Out of 33 reports at WHQ, 40% were German Victories, 40% were draws, and 20% were Russian victories.
I am open to ideas on how to tweak the scenario ever so slightly so we get just a few more Russian victories.
Some ideas:
Link the rail line between Kovno and Warsaw so the Russians have greater freedom of movement between north and south. This can be done off-map...but large scale mixing of the two Russian armies is probably very ahistorical.
Rearrange the VP hex values slightly to give the Russians less of a handicap at the beginning of the game.
Shorten the scenario by a turn or two to give the Russians a better chance of hanging on to more VP hexes.
Some other internal design tweaks (force proficiency, supply, etc.) which might be harder to quantify.
Thoughts?