Geat topic!
I am a bit late to discover this map, but hopefully not too late.
I have the Avalon Hill game (turning point)..so that could be a good basis...(I only need to find it again..
)
1) Why is it that the underground tunnel attack terr. lie OUTSIDE the city rubble area ? (AA1, AA2, AA3).
From what I learned is that those (big size) sewers attacks took place more in the center (CITY).
That said, however, these underground attacks/movements were only at SHORT distances with only SMALL troops (block to block fighting).
So never-ever could it happen that a troop from for example Station No 1 could move undetected under enemy lines to Lazur Chemical Plant.
Forget it.
I'd say drop this feature.
2) I find the original map "quieter" for the eyes than the latest map (hard blue and red). Very difficult to have an immediate overview of the situation.
The original mapbackground was more realistic and I like the raillines (in the background map decoration so to speak)..This should be used as the place to cross the river (why creating "bridges" next to it into different territories when you have a historically correct location for it?).
Please modify it ?
3) The hard red and blue for the military symbols are thus only there to accommodate the +6/7 huge bonus for he who controls all these russian or german symbols.
Why ? There are terr. with BOTH german and Russian troops (why?). The colours of germans and russians resemble the situation at the START of the battle..why would there be a morale boost THEN ? The sheer number of terr. to control, means that it won't happen to you until you are already the biggest player in the end-phase of the game. So that creates an unnecessary accelerator knock-out effect.
The concept for a morale boost bonus is good, but give that to a target that would have yielded morale boost in the thick of the fightings in 1942:
a) Control of mamayev Hill as it was THE arty spot location (by the way..leave the access to mamayev OPEN to all sides...as russians were able to do numerous counter attacks on the hill ! +3
b) The active Tank factory (in BTF ) on the north . +3 (for the tanks and the north flank)
c) All river crossing jetties (4 territ.) +4
d) Grain Silo (as it marks the southern flank cover) +2
e) I agree that if a player has the whole city (in rubble
)it would yield a morale boost; so only then ALL CITY TERRITORIES (on west bank): +7
4) Some other idea to combine the use of divisons/regiments on the map versus bonus:
Under 3) I gave examples of a few(!) territory bonusses, as they DID mean a bonus.
Another "morale" bonus is intact organised troops bonus:
If a couple of div./rgmt markers of the SAME rgmt/div is under your control, that unit is organised and thus much more effective as a fighting force; hence +bonus.
That way you DONOT have to bother with naming each speck of land a name that must be looked up in the 1942 geographical maps .
Only the most important landmarks get a name..and only a few of those give a bonus (see 3) ).
Most of the markers should be part of a divisional/regiment bonus area.
Then all that together with the normal terr./3 = +1 bonus you can get rid of this very confusing "you get bonus for each individual army held."
(maybe you mean the same by it, but when you get rid of the separate bombs and arty markers within a territory then it returns to what we are used to in all normal risk maps)
5) what is the idea behind the "bombs" icon ?
I dig the plane attacking the bomb icon, but don't make it a separate troop number inside one terr (CITY).
ANd how does a dropped "bomb" attack a infantry in another territory?
Just mark a territory that holds one troop with a plane/bombs marker, and you are free to bombard these troops from a plane.
Likewise the artillery; mark the terr. that you can bombard with the arty and that's it.
(note: tank troops would be a lot less affected by the arty bombardments; a) armourprotection, b) no direct vision between arty and target! c) on plains armour moves too fast, in city rubble extra protection from rubble..so arty ONLY on infantry or other arty!).
6) remove the infantry symbols..just assume if nothing is indicated , troops there are infantry.
That saves a lot of eyesore
7) Notice that all arty, tanks, inf, symbols can attack eachother ?..then why the use of these symbols? There is no speciality involved.
Then get rid of it ! (see item 8.) ).
And how is arty able to fire on planes ?.. The plane symbol should represent the ability to use airplane attacks in the enemy territory. In REALITY these airfields were FAR behind the frontline, so the classic artillery on the map COULD NOT attack that!
Then you have the AA-guns, but that is (as the map is drawn) difficult to implement. As it is now, there should be no general arty icon to PLane icon attack !
In reality the german planes flew too high above the (few on the west bank) russian AA guns to make concentrated pinpoint attacks, and the russian planes were kept at bay by the german luftwaffe so effectively there should not be emphasize on air attacks at all.
(But here is a suggestion: create a SINGLE AntiAircraft marker for a specific zone (say carve up the map in 4 zones) when you conquer this AA zone marker you have the abiliy to reduce to neutral the Airplane marker opposite your zone (so bombard attack). Access to the AA marker is from a HQ marker in that zone..likewise the plane marker is accessible from the local HQ).
Obviously you need to assign a few local HQ terr.
8.) So what about the mechanised/armoured troops ? What is their speciality on this map ?
At this moment nothing.
Once these troops reached the city (rubble) their effect was reduced to normal infantry.
The only special effect I can think of is to create a "corridor" string of mechanised troop terr. (like 4 or 5 on a row) such that the ones inbetween (2,3,4) won't be able to be attacked in their side. But only on the plains west of Stalingrad, and only over two german thrust corridors at that (summer 1942) time:
The line Orlovka-Barrikades and the line Goemark- City road...and in one direction only (german to Russian).as in reverse the jettied russian troops would not have armour ready (not even the Tank Factory would be able to produce that fast
).
Of course you should rearrange the terr. in those areas to accommodate such a string.
9.) And then the riverbank troops decay.
You of course want to refer to the machine gunning down of the ferried russian troops crossing the river.
But that decay implementation is not correct once a player holds that one bank or both banks all along the river.
And what if you are in a field with 8 players and just your luck most of your starting troops are on the decay river bank ?!?
Something smarter is needed:
Fact a) most of the decimation of russian troops on the river bank came from german MG fire ON the EDGE of the river bank a bit deeper inland. So in that respect NO GAme decimation needed as this should come from the player who holds the terr. next to the river bank.
Fact b) a lot of decimation of the river CROSSING russian troops came from german MG and mortar troops that REACHED the west river bank CLOSE (enough) to the jetty areas. Gamewise: if you dont hold a west river bank you cannot fire or decimate the river crossing troops!
So AGAIN no AUTOMATED decimation in this game. Leave that up to the respective player who is in a position to fire.
And what if the german player wants to cross the river to the east side? There won't be no decimation on their jetties and landings on the other side by the russian MG and mortars ??
Here's the suggestion:
The river bank terr. that are in MG view of the ferry crossing terr. (the ones in line the next one left and right) on BOTH river banks get a special MG icon. Which means that holding this territory means normal attack on the ferry if it is straight connected to you (as if you'd advance over the river) plus bombardment attack (=MG) on the ferry territory next to the straight connected one.
(example : Refinery can normal attack R06 , but can also MG "bombard" the ferry terr. R07 and R04).
Tip: The original ferry lines made more sense and were clearer to understand. This map now with river sectors is confusing.
Go back to the dotted lines and you may even split a dotted ferry line (from one east bank point able to direct to two west bank jetties).
So far enough of my views.
I hope you do pick up these ideas
Barbarus hic ego sum, quia non intellegor ulli.