Originally posted by Tracid00
Kob, I finished the game two times today, playing from week 20. One time I concentrated on the soviets, leaving only Me 109 in the west. It took a little over 20 turns to take Moscow, and after 30 turns all of Russia was mine. The Italiens got crushed in North Africa, but the allies didn´t land in Italy.
The other time I concentratet on the west more, bombing and taking London and the southern half of the british isles, but as you said there were surprises to come, and the soviets crushed my now bomber-stricked wehrmacht. I barely held my german territory after 20 turns, while the minor axis had been overrun completely.
I honestly think that field marshall should be initiatet for the german aspect of the game. In the field of science I soon outran the soviets pretty quick, the allies somehow managed to keep up a little better.
Sincerly, TRACID
Thanks for your playtesting. It sort of validates one of the themes of ZWK. There is a dilema for the Axis in the sense that they are powerful enough to kill one of their two opponents before the AI build up enough muscle but the surviving AI will be a power to contend with. On the other hand splitting the forces into two fronts is not viable in the long term. In terms of keeping true to history, I want to stress that it was entirely possible for the Germans to have reached Moscow or London if they used the right tactics (i.e. without Hitler) as you have done.
On the research side, another theme is that the Allies research the fastest while the Soviets the slowest. The counter-balancing factor for the Allies is that they have the disadvantage of corruption and very little offensive ground capability at the start. The counter-balancing factor for the Soviets is that they have free support for units and double population growth. One other effect of this scheme is that the Germans will become weaker and weaker on a relative basis if they do not win early.
A third theme of the ZWK is that every game will play out differently. I refer to your bold gambit to rush Moscow. How this theme is implemented is that several research items have the same desirability for the AI so they will play differently each time. So in your first game, the Soviets probably did not research the advance to produce the trigger unit which when destoyed gives them T-34. This does not mean that the next time you try the same trick(assuming you start from scratch and not reload a saved game at turn 20), you might not be as sucessful.
(Yes, I actually work out a master plan on pen and paper and weave them into the fabric of the scenario.) Although this is not a democracy, I respect the views of the play-testers and will change the recommended difficulty level for Axis (and Soviets) to Field Marshall.