ORIGINAL: Joel Billings
Otherwise, once units are cut off for a complete turn they are going to be very weak and you can't expect them to hold off a determined assault.
However, in the real war, that's exactly what they did, and so I should be able to expect exactly that. For several turns (weeks) in fact, until their integral supplies ran low.
Fuel runs out very quickly, so the attack capability is much diminished, but there were several pockets that managed to hold on defensively for much longer than is possible in the game.
There wasn't a significant airlift into Leningrad. There was an airlift into Stalingrad, but it wasn't any reasonable percentage of what was required for the units there to be operational. There wasn't an airlift into Kiev, or Demyansk or many of the other pockets that held out for several weeks or more.
+1. I also think isolation effects are too over the top on a units defensive CV. While the airhead rules are a very interesting whistle-&-bell rule addition to the game, the practical implementation of the airhead resupply rules within the game environment doesn't seem to accomplish much. It's sort of like the ability of air units to bomb rail road marshaling yards or industrial targets. A very cool whistle\bell, but when it comes down to nitty-gritty game play, neither is very practical or effective.
Part of the ease of pocket reduction is associated with the auto-retreat aspect of the combat results tables. While I’ve gotten used to the auto-retreat aspect of the WiTE combat results table, I’ve never really agreed with this particular design approach. In a game with so many layers of randomization, I don’t follow why there isn’t some randomization\probability associated with retreating or not retreating following combat.
Be that as it may, as soon as an isolated unit retreats it triggers the probability of unit surrender. Retreating might be somewhat reduced by not schwaking the defensive CV of isolated units as much as the current rules. However, it's still not immensely difficult to drag together enough offensive combat power to obtain the prerequisite 1:1 attack odds for Soviets or 2:1 attack odds for Axis --> thus forcing an automatic retreat of the isolated unit --> resulting in a randomized\probability based surrender check by the isolated unit.
Within large Pockets such as Lvov or Bialystock, Soviet units have a bit of room to retreat, so we sometimes see these sorts of pockets requiring two, and sometimes three turns to reduce. However, in narrow or small pockets – like the historical equivalent of Dymansk or the like -- there is zero room for retreat and in these cases:
[automatic retreat rule] = [automatic surrender rule]
< Message edited by marty_01 -- 1/27/2012 2:49:26 PM >