Carlkay, the reason Soviet PLAYERS have a shortage of AP is that they build an a-historic number of railroad construction brigades, sapper regiments, and mortar artillery, and spend points a-historically disbanding motorcycle regiments and motorized divisions, purging inefficiencies that the historic Red Army had no idea were inefficient...
It's because I, as a Soviet player, have carte blanche to remove all inherent weaknesses of the 1941 Soviet Army. The incentive to spend AP on ahistoric capability early in the war is the reason Soviets spend their AP on ahistoric capability in 1941. All unknowns are known. The low cost transfer of divisions from anywhere to anywhere is an added multiplier to that efficiency gain of optimal SU creation that only the Soviets get.
Leningrad can be lost without significant or meaningful damage to the red army warfighting capability (if you remove the armaments, which does not constrain Soviet railroad capability at all).
As far as moving divisions around, Germany moved whole panzer groups in 1941, several times, with conflicting orders, to speak only of 2nd and 4th, without losing significant command performance. In War in the East, Army Group South is the least efficient command structure in the game, which hardly seems to align itself to how it performed in 1941. Army Group Center is only slightly behind it in inefficiency. Germany is required to either deal with this ineffectiveness, or sacrifice multiple turns of AP to sort it out, which Germany cannot spare since it has to replace commanders at corps level (Soviets do not) and in order to rest at the army level, which Germany did as effectively (administratively) as the Soviet Union, Germany has to spend 3 to 5 times the amount of AP to move divisions from a corps to an army HQ - things that doctrinally would have been ordinary to a German command system. For the Soviets, it's "doctrine" even though the game effect is to make the Soviet Army superior in C2 to Germany in game.
This is a classic double-punishment of Germany by design decision.
A) Soviet command and control is superior to where it should be historically
B) German command and control is inferior in game to Soviet, when it should be superior based on doctrine, experience, and politics (e.g., things like the purge of Soviet officers).
The cost savings gained from these two facts then contribute to the Soviets spending most of their AP building perfect support unit configurations in each and every army in 1941.
Seemingly innocuous design decisions combine and Germany is triple-screwed.
I honestly don't know why anyone is playing games as Germany any more, and I discourage everyone from doing so unless it's versus the AI. Fighting a human Soviet player is to submit to being a support actor in a play where only the Red Army gets any lines.
I'm sorry but I disagree here...
1. I never disband motorcycle squads, and still run out of AP all the time
2. Soviet army organisation is worse than German during the whole game. That is shown by:
a) Soviet Leaders are much, much worse than the German leaders - best Soviet are those you think you 'have to' change as Germany, because you believe they are inefficient. And yes, this is organisation.
b) If you have an overloaded army/ front, the only thing happen is that the checks are failed at this level. This is not a big issue for Germany as the checks are most often fine at the corps level. The only thing is that corps should not be overloaded
c) Romanian troops should not be in the AGS, which is why assigning them there is so expensive
In short, the average leaders for Soviets has ratings of around 5-6. Same for Germany is 7. As such, optimised Soviet leadership is comparable to overloaded corps leadership for Germany, by at least 1 division (1 division gives penalty of 2 points for checks, so effecively reduce some stats of the leader by 2; some stats are unaffected by overloading though, so it is still better to have corps overloaded than a leader with all the stats reduced by 2).
As such, because of the leader quality, German Command is much better. Leader quality is not only the ability of leading in battle, but also deals with all the administrative checks etc. Those are much, much better done by German leader (even if no backing by higher HQ, they have so high ratings that the checks are generally fine 80% of time. As such, sure, you can improve things further, but even unimproved they are much better than most optimised Soviet Union army. And improved, are vastly superior, due to more checks at various levels (Soviet has a check at army level, and front only; checks by HQ really does not matter at all). I would love to have the corps-army-front structure as Soviet - I could keep my corps HQ much closer than the army HQ to some units (again, this leads to much easier passable checks).
And yes, you can move panzer corps 2 or 3 times during summer '41 if you like; at a cost -but you can.
And sorry, there are no 'optimised' Soviet units. Actually, all you can do in '41 is pretty much rubbish, including famous cavalry corps Pelton is so unhappy about. All Soviet units are good for 1 battle. If it is a won battle, maybe another one and if you are lucky, one more. But a single lost battle means that unit needs to go to refit for a month (that's how refit works, for some reasons the number of guns increase very slowly, even when in town far away from front and with arm in the pool). And as Soviet you loose battles a bit, even in Blizzard (again, due to superior leadership and bad Soviet one, I generally experience my CV being divided by 2-4 in each battle, whereas German sometimes is, sometimes is not). And unit needs to go to refit after some time just due to standing next to German unit as the attrition is still high...
Sure, things change comes '43 and especially '44. But you seem not to be unhappy about those. I actually think the game is unbalanced - Soviet Union is way too weak in '41 and now '42, and too strong in '44. Also, the wrong weighting of Soviet troops vs German troops (which is initially like 1 German soldier is worth 10 Soviet, sometimes 1 is worth 5 in trained units (in CV and losses in '41), being gradually improved later on - but due to this initial 1:10 the Soviet army must be massive, bigger than it was - and than when this 1:5 shifts to 1:3 and maybe 1:2 in the middle of '44 leads to issues. Actually in blizzard '41, in December, the weighting is close to 1:1.5 in CV, after all the bonuses applied, but losses are such as before (i.e. not modified and still can be massive for Soviets even when they win a battle; on the other hand German losses are generally 10x less than Soviets when they win the battle, either defense or attack).
Finally, people play Germans because it is much more fun to play than Soviet. And careful German player, with careful management and knowledge of the rules can achieve a lot. As some of the micromanaging for Germany is not possible, players can often make a turn in an hour or two. But still, you can have a lot of fun with aircrafts and support units.
On the other hand, just going through the routine stuff as Soviet, the turn takes 2-3 hours during mud. And you have to go through all the micromanaging to make your army move from the state of 'total rubbish' to the state 'giving some hope' in '41. Now '42 is even worse.
In short, if you don't micromanage as Soviet, you lose a lot of edge. [nota bene that is even more true as Germans, but is generally under-appreciated as at the beginning Germany is so strong that you cut through everything like through butter; still command structure is not the priority for me when playing Germany; neglecting micromanagement has long term effects i- maybe you will see some results in turn 14, when you do micromanage sensibly from the beginning, but the effect is maybe 5 or 10% - most people think it does not matter]
And all the micromanaging is really expensive in terms on AP. As Soviets, you do not have points to micromanage everything - so you do something. Same as Germans - you do not have points to make both your command structure fully optimised, transfer your tank corps several times between armies, micromanage SU and do many HQ buildups. Later on it is easier for Germany, whereas Soviet runs low on AP until the very end of the game.
Also, note that each encirclement can cost maybe a hundred AP [and trust me, both in '41 and '42 they will happen, you can't do much about that]. After Oct '41, units do not get back for Russia (for Germany they always get back for free), and recreating lost division is 10 AP [sure, you have some cushion with the number of divisions you have, but due to game design you cannot fight Germany unless your army has 2-3x German manpower]. So, figure out how squeezed Soviets are for AP in this game [not to mention the required constant reshuffling of the units from the front and back, to keep them in some fighting shape, sure it is 2mp for each (1+1, if you leave it at Stavka at just 1ap, refitting is slower), but you have to do it for tens of divisions each turn].
< Message edited by Toidi -- 12/18/2011 9:54:16 AM >