Solomon / ANZAC Tweaks
These are fine – it adds flavor, and it doesn’t break anything.
Tanks in Leningrad
Can you explain why you want Russia to take back Leningrad with 5 tanks? That seems wildly ahistorical to me. I don’t think Tankograd was really operational at the start of Barbarossa – half of Leningrad’s industrial work force was relocated to the Urals in response to the German invasion, and it took them several months after they arrived to re-assemble the machines and start cranking out mass-produced tanks again. At setup, the workers would not have even reached Vologda yet, let alone had time to manufacture two tank divisions.
From a tactical point of view, I’m also not really understanding why it’s fun or interesting for Germany and Russia to be forced into a giant tank battle on G2/R2, but for them to use mostly infantry on all other turns.
There is also the problem that placing multiple tanks in Siberia at game start allows the Soviets to flood China with tanks, which is not accurate – there would have been no way to maintain the supply lines for all of the gasoline, ammo, and spare parts all the way across the Kazakh prairies, Gobi Desert, Tibetan Mountains, Szechuan jungles, etc. Putting 4 Russian tanks in China on R1 will seriously disturb any Japanese strategy…even if the Japanese send a couple of transports’ worth of troops to take Kwangtung and Buryatia, they are too vulnerable to a 1-2-3 punch from the British, Russians, and Chinese.
Sea Lion
I think the biggest problem with Sea Lion here is that the Allies start the game with moderate naval and air superiority over London, which is historical. By 1941, it was really too late for Germany to launch a Sea Lion attack without a massive redirection of resources. I think that if Germany is trying to seriously threaten London, it should only conquer one row of Russian territory (Baltic / Belo / Ukraine) and just stack those territories hard, weighted more toward Baltic than Ukraine. That way the same infantry can defend against Russian counter-attacks and be ready to deploy onto Baltic Sea transports.
I do not support a second Baltic transport. In real life, the Russians mined Leningrad’s harbor, so the Germans were not really able to ship over significant numbers of troops anywhere east of the Finnish front lines anyway, let alone east of Leningrad / Lake Ladoga.
I think you can tinker with the Western European garrisons if you want to, but it’s not obvious to me that a lack of available German infantry is the problem. It’s just hard to invade London after the USA is already in the war and the UK has had a bit of a chance to build up its homeland defense and fighter corps. I don’t think there will be any way for the Germans to force a Sea Lion against an alert Britain…the best they can do is force Britain to spend more money than it wanted to on placing infantry in London, exposing (some of) Britian’s overseas colonies to Japanese invasion and/or slowing down the progress of the British Atlantic fleet. I’m OK with that.
Adding German infantry to the eastern front
With only the infantry available in your v5 setup, I thought I showed that the Germans have a crushing advantage. I don’t understand why you would want to add even more German infantry.
General Note
You have obviously acquired a very detailed and wide-ranging knowledge of the relevant history for this setup, but I don’t think you’re pausing to apply that knowledge in a thoughtful, measured way. It is not enough to say “Oh, Russia had 9,000 tanks” and then put 9 Russian tank divisions on the map. There’s no exact equivalence between historical unit strengths and the number of pieces that go on the board, partly because of all the variation in leadership, logistics, technology, training, terrain, etc., and partly because the game needs edits from “real life” in order to be fun and balanced for all players.
I am starting to get frustrated with what I see as the careless brainstorming that you are using to come up with ideas for the European front. Every time I come back to this thread, you have a totally new distribution of units for Barbarossa. You always offer a couple of interesting reasons for your new distributions, but I don’t think you’re putting your changes in context or testing your designs to make sure that Germany and Russia are at least roughly balanced against each other.
You’ve shared some thoughts about your overarching vision for how the Barbarossa front is supposed to play out, i.e., Germany has enough troops to advance to the gates of Moscow for two turns, and then Germany runs out of troops so Russia starts to be able to make successful counterattacks. What I don’t see is how you’re organizing the starting forces to make this vision a reality. Which territories do you want Germany to occupy, specifically? How many troops does Germany need to seize them? How many troops does Russia need for a successful counter-attack against those troops? How many troops short is Russia from being able to make that counter-attack, and how many turns will it take Russia to accumulate those missing troops, and how many more troops will Germany be able to advance to the front line while Russia is stockpiling its reinforcements, and why and when will Russia be able to accumulate troops on the front line faster than Germany, and what could disturb that balance in one direction or the other?
I don’t expect you to answer all of these questions correctly on version 6 of our map, but if you’re not even trying to work through these questions before posting a map file, then I probably don’t want to playtest it.
More generally, I would like to start wrapping this project up – I’d like to converge on a map that we’re both happy with, and then be done and show our work to the rest of the community for alpha playtesting. This suggests that we need to be making smaller changes (+1 inf here, move 1 artillery around over there) rather than bigger changes (swap out all infantry for tanks and vice versa). I want to start building on the knowledge we’ve already accumulated from the first 8 versions or so of our map, instead of constantly starting from scratch with radically new designs.
This is a really fun map, and I think you and I are able to complement each other’s strengths and weaknesses very well, and I’ve enjoyed working with you on it, but I wanted to be honest about my growing frustration.