Mark Stevens said:
By which you mean a Soviet opponent who's entraining lots of expendable AA units then railing them up and down near his own fighter units so as to draw your bombers...(see earlier post for full details), not necessarily one playing like a good Red Army general.
I think there's a point at which one or both players start fighting the engine rather than their opponent and you lose the flavour of warfare on the Eastern Front, or anywhere else for that matter. The danger is that the winner will be the player who's micromanaged the game best.
Sorry Mark, but I disagree.
OK, problem: german interdiction strikes are interrupting your rail transportation, solution? protect your rail network with fighter. Problem with the TOAW game system: german bombers will only appear during an attack, they can't be intercepted flying over your terrain while they are looking for jucy targets, so the ONLY way to lure them into a trap is to give them something to attack and let your fighters respond. So, you need a bait to lure the german bombers deep into your set-up trap but as there are no empty trains in TOAW you have to load something into trains for this to work. OK, if you want to you can entrain your elite guards but I prefer something small and expandable. Is this unhistorical/gamey? Setting up a trap, luring your opponent into it ? I don't think so. Otherwise you might find the british ghost army which they used to lure the german reinforcements away from Normandy gamey, or the german Greif commandos which they used to confuse the US and send them in the wrong directions during the Ardenne offensive. Tricking and ambushing the enemy has always been part of war (even on an operational level) so I see no problem with using similar tactics in TOAW
The problem comes when you give players ladders to climb, and points to be earned: it can't help but encourage over-analysis of the game, and the development of tactics designed to beat the system, not simulate what was happening sixty years ago.
I've never played for ladder point, I don't care for my ladder position at all, in fact I haven't reported many games (which I've won) to the ladder at all, simply because I play to have fun with the game, not to climb up a ladder.
My personal opinion is that if you ever find yourself making a move, or positioning units in a way that you know full well is unhistorical - and most wargamers are interested enough in the periods they play to realise the difference - because you know that it will give you an advantage under the game system, then it's time for a long, hard think about what you're hoping to get out of the experience. If the answer is to move one rung further up a ladder, that's fair enough.
Well, we aren't replaying history here, because otherwise the soviets would have to counterattack immediately at the beginning of Barbarossa and throw all their tanks into these battles, loosing them quickly instead of running and trying to form a solid defence
We are trying to do better than our historic counterparts using the same assets they had. Is having a lonely soviet recon unit that slipped through the german line destroying 100km of rails 'unhistorical'? Sure, but should a soviet player therefore avoid using his recon unit this way? Or attacking/moving with units at 1% supply, sounds unhistorical, doesn't it? Well, problem is, if you ever want to get even close to moscow you have to continue attacking, even at 1% supply. Otherwise you'd end with having every Luftwaffe unit only beeing available for 2 attacks/week! Or it would take your panzers (even without any resistance) 2 month just to drive up to Moscow! Well, does that sound realistic/historical? No way, it does not, It's simply a fact that the TOAW supply model is pretty weak and in no way capable of simulating a real supply situation/shortage of supplies (there isn't even a distinction between fuel and ammunition).
Or encirceling and preventing the escape of an infantry division by using split up ponton units? sounds crazy, but it's equally crazy if you surround the same InfD deep behind your line with strong infantry divisions of your own only to see half the equipment of the destroyed enemy InfD finding it's way back into the enemys OnHand pool regardless.
The TOAW system has far to many weaknesses to allow for a truely historical gameplay, its I-Go-You-Go after all, only a realtime WeGo system would probably be able to realistically simulate all historic aspects but who would like to 'play' such a monstrosity ?
But by accepting these weaknesses and not trying to alway 'play historical' (if that means using tactist that dont work with the TOAW game system even tho they worked/were essential historical) you get a far better historical feel out of the game! I know, sounds crazy, but it isn't
OK let me explain: if a german player in DNO tries to play 'historical' (resting his units if they are at 1% supply until they are back to at least say 50%, don't attack with your Luftwaffe if they are at 1% supply, don't use arty at 1%,...) I guarantee you that even a newbie soviet player will be able to stop your Wehmacht at the old polish/soviet border... does that sound historical?
On the other hand, if you micromanage a lot and keep attacking at 1% suppy, optimizing your combat rounds, it might sound to you like 'playing the engine and not history' but it will result in quick panzer breakthroughs, fast advances and a front that almost exactly copies the historical front! In my ongoing game vs Raver I discovered that I am advancing at similar paths the germans did back in 1941, I see similar pockets forming, similar situation at the front and it's a really great feeling to look at a map, to compare the historical advances with yours and to see that they almost match !
Now, which game sounds more 'historical' ???