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Fall Kreml
05-10-2017, 03:40 AM, (This post was last modified: 05-10-2017, 03:55 AM by ComradeP.)
#4
RE: Fall Kreml
Fall Kreml North is the easiest for the Germans I think, for the simple reason that they start fairly close to Moscow. Someone got close to Moscow in a Main Effort North game, which has less than half the turns of a full campaign.

The Center and South variants should allow the Soviets to redeploy.

The secondary river line is a bunker line, so the units holding that position are well-protected, but unable to intervene due to being Fixed. They do have T releases per army, which helps.

The local reserves behind the initial frontline being Fixed is more of a problem initially, as that means they'll only activate when the Germans run into them. As Soviets unit dispositions and arrival schedules are the same for all variants as far as I know, units might even be facing the wrong way.

With the houserule that Moscow needs to be captured, the dice are not necessarily loaded against you right from the start, but with regular victory conditions the Soviets are just blown to bits before they can do much.

Unfixing at least the local reserves would improve balance, I'd say.
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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

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