RE: Most fluid PzC East Front games?
I find that even winter scenarios can be fluid. Not only due to the "anything with tracks/on horseback is still fast" reason that was already mentioned.
Deployed A quality infantry units can usually still move 2 hexes on Clear terrain, and if Foot Speed is 5km/h anything Deployed of C quality and higher can move 2 hexes. As usual, the Soviets draw the short straw as their D quality Deployed units have 27 MP's, one less than required.
Fall Kreml '42 is the most unbalanced campaign I've played, but it can still be enjoyable. Soviet reserves are generally Fixed and usually limited in number. After the bunker line is breached, the area behind the breaches becomes a bowling alley for the Axis motorized corps. Tank Corps are still primitive and not capable of doing much.
The issue I keep running into, and what makes "fluid" scenarios unbalanced most of the time, is that the Soviets tend to fold very quickly. You can demolish entire Soviet armies in an in-game day with a few strong pushes if the terrain allows it. The Soviets tend to be underrated in many wargames, also to allow historical breakthroughs to take place to begin with, but it can make playing the Soviets not very enjoyable.
This isn't meant as criticism of the scenario design or the mechanics, it's primarily caused by how the various components combine into a situation that is disadvantageous to the Soviet player and advantageous to the Axis player. Quality, mobility, availability of forces. Even with a significant numerical advantage, playing as the Soviets is challenging. This also applies to a lesser extent to Commonwealth forces, as they lack offensive punch aside from artillery.
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