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Glabro

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Posts posted by Glabro

  1. Well on the tabletop, "my" system is Chain of Command for WW2 platoon level. Bolt Action is popular everywhere, including here, and Flames of War for company scale, but I care less about them but will play if a scenario for these is organized. I am yet to find the higher command level game of my choice for WW2 but am thinking about something based on the Black Powder horse & musket set! The Battlegroup series (BG Normandy etc.) look very nice too.

    Maybe I'll take you up on your forum invitstion when I'm back at the desktop!

    My favou

  2. Yeah, but it's weird...you say you have to commit to an offensive which does more harm than good. Won't that just lead to half-hearted, conservative "attacks"? Why is it necessary? Is there some sort of obligatory guideline to follow when going through the motions to attack (ie. can't stop before the Meuse, can't retreat back to the Belgian border)?

    Also, is it feasible now to invade Italy? The mountain defense drop enables the Germans and A-H to actually make headway? My standard choice is to keep the Italians out.

    Well, in any case, glad it's going to be history.

  3. Considering how east first offensive was never used in the tournament(or I have not seen one) I consider it a bit of a "taboo" strat at the time being as it breaks the games balance, so I agree on being curious how they will fix that. Really there should be a number of events to counteract the east first move.(Maby something like a giant moral drop for germany much alike the Italy/Austria option)

    Really? No-one used it? Had I not dropped out before the quarterfinals due to burn-out with the game, I for sure would've used it had nobody told me otherwise.

    Has anyone actually beaten France and won early using Schlieffen (against a human who knows how to play)?

    Anyway, as long as the changes are backed by history, there should be no problem strengthening Russia.

  4. Alas, my experience in the tournament was not so great. I burned out during the prelims (didn't really enjoy the multiple games and scenarios vs. playing one big game), then when the semis came I was simultaneously having less playing time and more real life stuff going on, and having two of my most anticipated titles (Old Republic and Mass Effect 3) come out, which totally sucked me in. After several failed attempts I was able to get the turn sent a month late, but never received a reply from Walter, which I guess would have been at least nice.

    So, unfortunately I'll have to retire with not so much fun had, but I'm still undefeated, so maybe I'll challenge the champion to get what's coming to me!

    Shame, I was looking forward to SC2:Gold. But the rest of you, have fun! These are the scenarios I entered the tournament to play....

  5. It's curious about that "slow reactions" thing as SC2 is the ONLY 2d wargame I've ever seen where you literally have to wait for seconds for anything to happen after clicking on a unit / submenu etc. It makes playing the game much, much more of a chore than it really should be.

    But I'm sure this will be taken care of in the next iteration, that goes without saying.

    Somehow the SC2 engine is just borked (disclaimer: at least on a great variety of computers)

  6. It's all a question of adding as many meaningful improvements and upgrades without overly increasing playtime.

    Naturally, the aforementioned simplicity is something that the developer needs to take into account (at least marketing wise) for the strategy game-buying semi-casual crowd that never shows up on the forums, but I'm not too worried about that myself, as I don't belong into that crowd. I'm just saying that I don't think SC3 will ever become even a third as complicated as GGWIR or even TOAW, so we should be safe even if a lot of cool stuff is implemented which gives us a better simulation and game.

  7. With or without stacking implemented, I would also suggest some form of combined attacking / outflanking attempts being possible.

    As it is, poorer quality units cannot effectively attack higher quality units in even conditions, even with a numerical superiority. This is demonstrable in the Near East in every game - the Turks cannot attack, not really.

  8. Actually there is no treaty since the Brest-Litovsk DE only appears if you send Lenin, but in either case, you lose all your conquered territories except Poland.

    The Ukraine does send 50-ish MPP to you at least (not sure if that happens if you sign the treaty), and Bill said you are supposed to get the Baltic Countries automatically in the next patch too (not that you can't just go and capture them again).

    We've talked about this before, and I can understand that Germany couldn't conquer Russia proper in WW1, but however, I think that if you don't sign the treaty and Russia surrenders (due to NM), you could keep the independent countries you have conquered already (the Baltics, Ukraine, Crimea, even Transcaucasus if you've gotten it - not sure about Belarus but possible), some automatically, some perhaps with a DE with pros and cons?

    Note you can already reconquer everything but Belarus, so it isn't too bad.

    Also, why doesn't Russia pay any war reparations if it surrenders?

  9. I understand now. The NM value of each resource is subtracted from the original owner's NM pool EACH turn, not just when captured. Furthermore, apparently it adds to the conqueror's NM pool!

    I am not sending Lenin anywhere. Why would I? He just causes them to surrender faster and I get some negative morale effects either.

    I lose income from the Brest-Litovsk treaty because I lose all the resources conquered in Russia. Therefore I don't want them to surrender, but stay in the war longer so I am allowed to keep the mines etc. for longer. Plus by doing this I was able to deliver a killing strike in the West. Bill wasn't ready for it and the results were very severe!

    The Russians aren't a threat to the Germans in their beaten state, they cannot really recapture their lost areas once beaten thoroughly in Poland. But I can see how this would differ from game to game, depending on Russian teching and reserves.

  10. Can someone tell me how Russian National Morale works in detail?

    I'm playing a game against Bill, and I'm interested in knowing how it falls. Of course I know that in general, if you just crush them, kill units and take locations, it falls (I should know, I do Russia first usually) but this time I'm not being aggressive in the East after the initial "crushing" phase in Poland / Minsk and taking the Ukraine.

    Will the NM just keep falling? I noticed that one turn it actually rose, when the Tzar fell! I assumed the fall of the Tzar would cause the NM to drop, but it actually rose 4% - which is somewhat alarming, I don't want a resurgent Russia.

    Don't really have a great motivation to crush Russia ever since I learned of the surrender conditions that actually make you lose a lot of income as the CP, so that affects my decision not to be very aggressive this time and concentrate on the west.

  11. 1) since once we accept complexity as a new guiding factor, the nature of the game / simulation has and will changed. "slippery slope" may be, in a philosophy class, a fallacious argument, but in the real world of less-perfect rationality it can prepare people for the next step. Think about all the things politicians and bureaucrats foist on us, an inch at a time.

    Yes, I admit politicians use it to "foist" things on us. However, there are a number of key differences in SC3 that make it incompatible with the slippery slope argument:

    1) Fury soft are not (I hope!) greedy, self-centered persons trying to take advantage of us or try to diminish us.

    2) Fury soft alone has the full power on decision making. They don't need our approval for things. As the name suggests, the Slippery Slope argument works from the top down, but not from the bottom up.

    3) Either we are able to influence them with our "minority opinion", and not just our ideas and being a think tank for them, or we can't. If we can't influence them, we can't bring about a slippery slope danger. If we can, we can also stop it just as easily because I don't think anyone of us wants the game to get bogged down in unnecessary detail - just appropriate and strategic detail.

  12. LOL! Not hyperbole, rather a "slippery slope" argument. Both are logical fallacies that seem to work anyway.

    First it is oil, then rubber, then artificial rubber, then paraffin, then iron, tungsten (severe shortages late in the war hobbled smaller-calibre AT guns), and so on.

    Total manpower pool does have some appeal. Once exceeded, new reinforcements would be of poor quality, on some type of sliding scale. And it would require no micro-management.

    Very well, it's a slippery slope argument. But since when has that been a good argument for anything? It's simply fallacious alarmism in my mind that wants to assume that A will lead to B which will lead to C which will lead to D somehow automatically without each of those being judged on their own.

    Frankly I think it's insulting towards Hubert and Bill to suggest that they'd implement anything in their game "just because something else like that was already done". Remember, this is a suggestions thread. We are not here to decide, but to suggest. Therefore I fail to see the need to oppose suggestions purely from a "comfort zone" standpoint, and not a logical one.

    It doesn't really provide any meaningful feedback beyond "I don't like that idea".

    Now then, I challenge you to present an argument for why you think your slippery slope argument would be valid in this case, and not fallacious, as it usually is.

    You are very technically knowledgeable about WW2 materials, so I'm sure you can also weigh in if you honestly feel like any of the aforementioned carry anything like the weight oil did.

    Besides, "oil" wouldn't mean JUST oil, it would represent all the raw materiel needed to create mechanised units, but in a simplified and understandable form. It's just the easiest to call it oil.

    However, after all this ranting, I am not adamant about "oil". Manpower is more important to me.

    All I'm asking for is some sort of relevance between capturing the oil fields that currently exist in the game and the mechanized unit build limits that also already exist. "Oil" could just as easily make your unit cap for tanks, planes etc. go up by one if you capture a field, and that's it, without having an "oil" counter.

  13. I personaly dread all those "online wars" between the people who are keen to participate in them, just because "the net" allows them to stay anonymus. But I have to admit that your style sometimes seems to me a bit rude and insensitive and due to that I find it slightly annoying. But it's all good. Just leave it.

    It's good that we have an understanding. I can be insensitive, this is true - or at the very least I can come across like that, as I am quite blunt!

    But the older I get, the more I agree with you - I just want to get out of Internet arguments that go on and on and on...very rare to actually find an accord, instead people just get more entrenched about their position.

  14. The road to more-perfect realism ends up at HOI.

    The strength of SC has always been workable abstractions, and IMO that should remain a strength. Otherwise we end up researching gearboxes, optics and heat treatment before getting better tanks.

    Bah humbug! That is hyperbole, pure and simple, says I!

    Instead of arguing with hyperbole and alarmism about over-complicating the game with completely irrelevant details like gearboxes, I want people to argue against the arguments themselves. Really, oil and manpower are nothing that the player needs to worry about - except by the most logical of ways - don't get your guys killed. Take care of your oil (clearly marked on the map with the oil graphic as now) and aim to take your enemy's oil. There's a mile between going to the level of detail that HOI lets you do with your industry, and simply representing at a very basic level the two most basic resources of WW2 (and I) - to replace the hard unit cap with one based on your resources.

    I am certain that these would be additions that would not make it harder to play the game, but would greatly deepen the WW2 feel and strategy.

    However, don't take this the wrong way - I can understand the desire to keep it simple and conserve the game - we're just in different camps - conservate vs liberal :) (I know, "bloody liberals are at fault again, oh, not corporatism or big media, it's the liberals' fault!)

    Hoi is a real time game. Therefore unplayable as a proper relaxed turn-based multiplayer game at your own pace. It is not even close to an option as an alternative.

  15. Comerade - I didn't miss the part where you agreed with me, but I simply still don't agree with your proposal ( please don't miss that part ).

    Anyway let's send the proposals to the Kommandand and see with what he will come up with.

    Oh, I didn't address this - what exactly is my current "proposal" that you don't agree with? What am I supposed to send to Kommandant? I already agreed with NM. What relevance is your disagreement with my former suggestion if I already agreed to your suggestion that you need to keep "disagreeing" with it?

    I think you're used to people being obstinate and childish on the Internet, and I for one don't blame you for that.

    Sorry to disappoint you if you wanted a "revanche".

  16. Well, it's the secondary tiebreaker anyway. Not much importance.

    I have a habit of not going out of my way to finish off units in supply if it'd cost me. In a war of attrition where neither side is going to have a breakthrough in the near future, it doesn't matter to me that much, especially since I learned destroyed but supplied units not only rebuild at half price, but also half the time.(unless I am ignorant of some side effects of complete unit destruction, like NM. I thought NM was based on strength points lost)

    . So I'm glad it's not the primary tiebreaker.

  17. Another thing I'd want: manpower and oil along with MPPs!

    Replace the artificial unit build limits that resemble boardgame component limits with more appropriate limits. This means that too much attrition can cripple you - which is impossible in the current game as you can just keep on rebuilding infinitely.

    Also, oil is a good abstraction for all the things required for mechanized units, and would highlight the strategic value of oil locations much better.

    Both are, again, simple and intuitive concepts for every player to understand: you mostly need just men to build (foot) infantry, and mostly oil to build aircraft. Both require MPPs of course. Tank units require all three.

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