• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Fall Kreml
05-09-2017, 06:32 PM,
#2
RE: Fall Kreml
A few years ago, there was concern that the Fall Kreml scenarios were not well balanced in terms of victory points and Soviet unit releases.

The design idea was that capturing Moscow would be required for an Axis major victory, whilst in practice it was not.

Particularly in the "main effort" scenarios, the Soviets don't have a lot of reserves and all of them are Fixed. This makes defending as the Soviets quite frustrating. I tried a main effort scenario a while ago and I conceded defeat after the first in-game day as I didn't see how I would be able to form a solid Soviet defensive line as the forces on the initial frontline were likely to die or take days to reach secondary positions, whilst the secondary prepared positions way to the rear did not support the frontline positions.

A full campaign game with the house rule that the Axis player has to capture Moscow, or at the least most objectives and inflict very serious losses on the Soviets in order to win (ignoring in-game victory points), could still be entertaining for the Soviet player.

Are you looking for a full campaign game or a main effort short campaign?
Quote this message in a reply


Messages In This Thread
Fall Kreml - by typhoon - 05-08-2017, 11:21 PM
RE: Fall Kreml - by ComradeP - 05-09-2017, 06:32 PM
RE: Fall Kreml - by typhoon - 05-09-2017, 08:16 PM
RE: Fall Kreml - by ComradeP - 05-10-2017, 03:40 AM
RE: Fall Kreml - by typhoon - 05-10-2017, 05:33 AM
RE: Fall Kreml - by Strela - 05-10-2017, 05:52 AM
RE: Fall Kreml - by ComradeP - 05-11-2017, 03:58 AM
RE: Fall Kreml - by typhoon - 05-11-2017, 05:58 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)