Thales
Conscript
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Mutinies too strong?

Sat Jul 30, 2011 2:13 pm

I just experienced two mutinies in my 4-player game against the AI as Austria-Hungary that gave me the impression that these events can be overpowered. The game was still in early 1915, progress was good and all fronts were well secured with troops at full strength, recruit points were at maximum and morale around 40. Then Russia played a mutinies event that ravaged my troops, with some armies receiving up to 7 (!) losses. Recruit points were set to zero, and only a handful of units could be refilled with newly arrived recruit points. Then on the next turn Russia again played a mutinies event, leaving many armies and detachments as empty shells without troops and again setting recruit points to zero. So practically in two turns without any major combat my situation went from perfect to hopeless.

This was certainly bad luck but I ask myself whether randomly drawn events should be that decisive in determining the outcome of the game (and able to end a balanced game in such an early phase). Maybe mutinies could be somehow linked to the national morale (high morale makes mutinies less likely to succeed or prevents some of the losses).

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Random
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Joined: Fri May 21, 2010 4:10 pm

Sat Jul 30, 2011 3:34 pm

So practically in two turns without any major combat my situation went from perfect to hopeless.

Working as designed I suspect, have had similar multiple mutiny's played on back to back turns, it's never fun but dealing with a collapsing army is certainly a challenge. Especially when that collapse is entirely unexpected.

Have seen this before in 1915, playing both as Entente and Central Powers and on both occasions it knocked the respective Russian and Austrian armies out of the war for essentially an entire year. One can certainly claim it is non-historical based on the event but I am less certain that it is really a-historical. Armies can be fragile things, Alexander's army, sworn to him by blood oaths mutinied at the apex of its success. The Austro-Hungarian army of 1914-18 was predicted to collapse with the first shot but remained an mostly effective and largely cohesive force almost to the bitter end.

In the alternate reality of a WW1G scenario who can say why the troops are voting with their feet?

You can mitigate the effects of a mutiny by modding: Go to the GameRules file in the DB folder and scroll down to;

[color="DarkGreen"]MME;6;1;Max mutiny effect on armies (max die roll value for losses determination[/color]

Change the "6" to something lesser value, in WW1G, low rolls are generally better than high rolls. GameRules are loaded with every game so restore the default later in the war and it should not affect your saves.

As for the mutiny's themselves, I just try to suck it up and soldier on.

Good Luck

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Tamas
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Sat Jul 30, 2011 6:15 pm

It was the same in the boardgame.

It can be very severe at one extreme end, but also relatively mild on the other.

Averkinen
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Sat Jul 30, 2011 8:15 pm

Hmm, but in my opinion, even better, that the Mutinies in this game is so strong. In fact, during the war in the armies of Russia, Austro-Hungary and Turkey were indeed very shaky and any propaganda could cause an uprising and brotherhood strong on many fronts. Also you say that you do not like what in your game two mutinies discharged a large number of troops, although playing for the Central Powers. But do you have to necessarily win the war? Playing for the Central Powers? I doubt it. After all, you know who won that war and all sorts of uprisings and the like should be in my warm up even more interest in the game. After all, in my opinion not very interesting when the Central Powers can easily smash the Entente and quietly winning the war. But see yourself. Incidentally, when I first played 4-players campaign for Austro-Hungary, not only did I stand it 2-3 mutinies in the army, but and my game was ending somewhere in 1917, because Austro-Hungary was seized general revolution, but it was fun. :D
Sorry for my bad English. ;)

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