HerrDan wrote:I think it's a great solution to emulate the russian lack of coordination in their disastrous offensive in East Prussia. Or would you prefer to give different strenght to units? I, during the beta testing even argued that the russian infantry unit should have a weaker power compared to german or british ones, so that we can emulate their inneficiency/poor training/lack of supplies etc.
All in all, I liked the solution we reached.
I see you've found what I was talking about. I just think it's better to limit performance than to limit structure. The latter is, at best, a very indirect way of achieving the desired result - with a lot of irritating and immersion-killing side effects. Like having to transport all your generals by rail to the GHQ (kissing the ring, perhaps?) just to create an Army.
Better, I think, to let the Russians create Armies at will, but then impose additional command restrictions on them (to simulate things like failure to encode field orders, etc.) Certain generals could have attributes that increase or decrease those limitations. You could even introduce Decisions or Research options to remove the limitations. That way, you have full-featured game with choices, rather than a restrictive engine-driven workaround.
EDIT: A perfect example of a limitation that makes perfect sense and fits smoothly into the game mechanics is the increased cost for Russian supply units, which nicely simulates the enormous logistical obstacles the Russians faced. See here: http://www.ageod-forum.com/showthread.php?36929-Russian-supply-train-replacements-query
The game doesn't prevent the Russians from building supply units altogether or impose some other mechanical restriction; they just cost more. So there are plenty of ways to simulate limitations on one side or another without having to resort to restrictive workarounds.