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RE: Buzz's Fite Mod - 6/1/2007 9:01:12 AM   
Silvanski


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And the Finns had some Hurricanes... you might even add Buffalos, Gladiators, Gauntlets, Fokkers

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RE: Buzz's Fite Mod - 6/1/2007 5:51:25 PM   
glvaca

 

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quote:

ORIGINAL: Zort


quote:

ORIGINAL: SMK-at-work

Err...the soviets giving up "vast tracks of land that politically they wouldn't have" is pretty much nonsense - it was taken from them!  Remember the dates those cities fell - mink T3, Smolensk T8

the southern cities longer but only because of the effort that was put into caturing up to Smlensk - then they swung south - up until the southern swing the Axis had only advanced as far as Tarnapol in the Ukraine - in FITE they can normally keep the southern advance in line with the northern one and take Kiev by T10-13 instead of 27.

In fact the Axis player almost alwys carried out this optimum strategy and I see no reason why hte Soviet should be unished for carrying out the onely sensible response given the way he's already shackled by things like losing tank production when non-tank producing cities are lost, by random freezing of armies due low shock and the like!

I always love this arguement. In fact in the game between SMK and me, he did not reinforce the frontier units in the south but started a line at the Dnepr. Could he have pushed guys forward, yes but piecemeal since the rail capacity is less in my mod then in the stock game.

Whereas Karri pulled his forces back such that it took me 5 to 8 turns to get to them. He gave up all the urkraine, everything south of the Luga line and west of smolensk. So he gave up just about everything the germans took historically by oct.

Remember the soviets did hold out longer in the south historically and the germans bypassed Kiev with their armor to surround the soviets at Ulman. The soviets didn't give up the Ukraine as has been done in both the games I am playing now. The Germans couldn't take Kiev with their inf and the soviets gave them the opportunity to surround them. I don't see the massive armies being surrounded very often in FITE. It does happen though. Most of the time once the soviets have dugin the game becomes WW1, who can attrite who based on the production system. Which did happen historically and the germans lost. But the soviets still lost thousands which was based on their strategy and capabilities.

I don't see the soviets being punished either for doing the best strategy for them. But once we launch into comparing the game to what historically happened we then have to balance the game. On paper there is no way the germans can win and I bet most players stop at the first cease fire since the germans didn't get to moscow. There are a few games that go on but I bet not many. So if the soviets want to fall back to the furthest defensible terrian then fine, but then the germans should be able to get back into supply much more quickly so they if they punch a hole then it will be much more devasating then historically, ie the germans might win.


I respectfully disagree. The Germans CAN win before the onset of mud, even when confronted with a runaway defense. The key is to have multiple combat rounds (4-5-6) and mass your Pz and PzG divisions and Arty for the breakthrough. Use your airforce/arty to un-entrench those Russian divisions and have plenty of Arty and Air in the attack to support. You'll hurt your bombers but that's what they are for. The key is to be patient, don't rush. Do NOT attack the Russians when dugin and/or with arty to back them up. If you spot arty in reserve behind the line go after the arty with bombers and/or your long range arty to un-entrench the succers so they won't fire defensively. A strong line of 3-4 deep will take multiple turns to break through sheer weight of numbers and force. I usually have 1/3 of the forces resting/resupplying while the 1/3 is attacking and the other 1/3 is close by to exploit a potential breakthrough.

Do NOT try to advance (fight) over the entire length of the front. It won't work and the Russians will thank you for it. Concentrate, concentrate, concentrate! The AGS is lavish on Arty so redeploy 2/3 to AGC. Take your time to setup for the attack (but don't dally), assemble the troops, convert the raillines, stock up on supply especially for the arty. But when you start, don't let up, keep on pounding but make sure you rotate the front line troops so they are in peak condition while his force deteriorates. Keep the front wide as to threaten from all directions, make him defend every stretch of it by just being there. After a few turns you will see that he starts running out of fresh divisions and resistance will crumble. If you have done it properly you will have launched 2 attacks or 2 pinchers which then move to encircle (or threaten) to encircle his line and he will have no choice but to retreat. Once you have broken the line and he is on the run, throw your panzer and moterized divisions in the pursuit with recless abondon. If you have done it properly you will have rested reserves which will now prove their worth as the Russian infantry, battered and disorganized will not be able to get away quickly enough.

When you reach his next line, catch your breath and repeat the above. However, each time will be easier as his divisions will have less and less supply and heavy equipment and less arty to back him up.

Another common strategy is the Soviet player leaving strong rear guards in Kiev and Odessa in a strong defensive postion guaranteed to cost the Axis lots and lots of casualties. More often then not, the Axis takes the bait and wrecks a good part of his army of a few less replacements for the Soviets.
My advice; encircle and move on. After a turn or 5-6, they will be so weakened by lack of supply they will evaporate like snow under the sun at almost no cost.

Lastly, CONCENTRATE! Not only Pz, PzG divs but also infantry and arty on the main axis of advance. When converting rail lines, pick a few important ones and concentrate on those alone. Do not try to convert all lines at once! You need to get there quickly on the few axis that matter.

In most of those beautifully AAR I see the same mistakes over and over. Once you become a master of the above, the Russians will suddenly seem so much more fragile and you will conclude that against a skillfull Axis player, the Russians will need all the help they can get.

If anyone is interested, I'll play the original FiTE as the German gladly.

Best,
Glenn

(in reply to Zort)
Post #: 152
RE: Buzz's Fite Mod - 6/2/2007 2:54:24 AM   
sPzAbt653


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Wow ... That was great! It's as if it were the afternoon of September 1, 1939 and we were all standing on the banks of the Brahe and Heinz himself had just shown up to tell us just how to get this panzer division moving to the other side!

It's easy to get caught up in the mechanics and scale of this game, difficult to keep in mind that the German side has complete freedom of movement without fear of being 'canned' for disobeying orders.

Thanks Glenn!

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Post #: 153
RE: Buzz's Fite Mod - 6/2/2007 5:00:24 PM   
Karri

 

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I did some calculations on the tanks. Let's take a PzKpfw IIIH. It has AT strenght of 4 and armor of 4.
BT-7 has AT of 3 and armor of 2.
T-34/76 has AT of 7 and armor of 7.
T-26  has AT of 3 and armor of 1

The formula for hit and penetration is:
pq = 100xAnti-Armor/Defensive Armor Chance to Kill
100+ = 100%
99...25 = ((pq^2)/100)%
24- = 0%


So therefore we get the following penetration possibilities:
BT-7 =100x4/2=200, meaning a certain penetration if hit.
T-34/76 = 100x4/7=57^2/100=32,49% chance of penetration if hit
T-26 =100x4/1=400, certain penetration if hit.

So the only one able to resist is T-34/76. However we have to count in the chance to hit in the first place and it is either 50%, 33% or 11% depending on terrain and other things. On top of that each unit get 3 shots per turn. So in if we assume that it's 33%(which in the manual reads as 'normal', dunno whatever that means) we get following:
Chance of one round to hit and penetrate:
BT-7 and T-26=33%
T-34/76 =10,7%

Now let's look at the other side of the coin,
BT-7 = 300/4=75^2/100=56,25% chance to penetrate on hit
T-34/76 = 700/4=175, penetrates if hits
T-26=300/4=75^2/100=56,25% chance to penetrate on hit

Chance of one round to hit and penetrate:
BT-7 and T-26=18,56%
T34-76=33%

So remembering what the numbers look like, the only way for Axis to fight the Soviet armored formations is to encircled and destroy them. This is my experience as well, the Soviet armor is in a way superior to that of Axis. Dunno how it changes by 43,44 and 45, but in 41-42 the Soviets enjoy superiority in numbers and quality.



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Post #: 154
RE: Buzz's Fite Mod - 6/2/2007 6:20:50 PM   
Veers


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How does profieceincy effect their armoured vehicles? You'd think it'd effect them alot.

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Post #: 155
RE: Buzz's Fite Mod - 6/2/2007 6:27:01 PM   
Karri

 

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I don't know, the manual doesn't say...or at least I didn't spot it.

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Post #: 156
RE: Buzz's Fite Mod - 6/2/2007 6:27:49 PM   
Veers


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Sounds like a question for James.

Jaaaaaaaaaameeeeeeeeessss, where for art thou?

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Post #: 157
RE: Buzz's Fite Mod - 6/2/2007 11:17:57 PM   
Karri

 

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James? Jaames? James? JAAAAMES? James?

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Post #: 158
RE: Buzz's Fite Mod - 6/3/2007 12:31:59 AM   
Veers


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*Puts on JAMiAM mask*
Pg. 28 of the manual:
"When units are Reconstituted, there is a one to four week delay
in their appearance."


< Message edited by Veers -- 6/3/2007 12:32:09 AM >


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Post #: 159
RE: Buzz's Fite Mod - 6/3/2007 4:24:04 AM   
sPzAbt653


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Who was that masked man??

I see by flipping thru all these posts and topics that this has been going on for years. I only showed up a couple months ago. I am sorry if I repeat something that has been already covered. I try to look everywhere before I ask something.

In the past when I ran into a 'reappearing' withdrawn unit, I would add a second withdraw event several turns after the first. It is a tedious thing to do but to me it's worth it in the end. My version is up to around 670 events so you can tell I am liberal with putting in stuff so I don't have to worry with it later. Knowing how many turns before the reconstitution helps. It's the same one to four weeks in every game?

Thanks Veers, or was that James in a Veers mask?

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Post #: 160
RE: Buzz's Fite Mod - 6/3/2007 4:49:49 AM   
Veers


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quote:

ORIGINAL: sPzAbt653
I see by flipping thru all these posts and topics that this has been going on for years. I only showed up a couple months ago. I am sorry if I repeat something that has been already covered. I try to look everywhere before I ask something.

No problem, wasn't trying to make you feel foolish, or anything like that.

quote:


In the past when I ran into a 'reappearing' withdrawn unit, I would add a second withdraw event several turns after the first. It is a tedious thing to do but to me it's worth it in the end. My version is up to around 670 events so you can tell I am liberal with putting in stuff so I don't have to worry with it later. Knowing how many turns before the reconstitution helps. It's the same one to four weeks in every game?

The reappearing withdrawn unit problem has been fixed, by the way. What used to happen was that a unit that was supposed to be withdrawn, but was already scheduled to be reconstituted, was not withdrawn. THat bug is now fixed.

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Post #: 161
RE: Buzz's Fite Mod - 6/3/2007 7:26:00 AM   
sPzAbt653


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That is great news! I hadn't come across that anywhere (there are so many places to look). I've also seen alot of the great work you have done on the West Front. Haven't attempted it yet as I am in a serious Fite.

Originally we were discussing this because Karri had brought up the fact that some of the German panzer units did not reconstitute, and I had said that some whole formations, like Leibstandarte, don't reconstitute. Since it is not because of what you just cleared up, do you know why?

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Post #: 162
RE: Buzz's Fite Mod - 6/3/2007 7:51:29 AM   
larryfulkerson


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There are a lot of Soviet units that don't reconstitute either.  Most of the Soviet tank units in FITE are just gone when they are killed.  A lot of the recon units don't reconstitute.  Some of the Soviet forts don't reconstitute.  I thought it was a decision on the part of the scenario designers whether or not to let those units reconstititue or not.  Although I've been wrong before.

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Post #: 163
RE: Buzz's Fite Mod - 6/3/2007 7:58:49 AM   
freeboy

 

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Glen I agree the key is concentration breakthrough and brackout, BUT the Reds get to rebuilld and rebuild and rebuild with no end in sight! In 43 they are going to out build the germans and it just gets worse... I destroyed my oponents armies x3 or more,,, almost reached Grosny he had what 17% total production? YET he already massed air supperiority and destroyed me winter 4243. I am now the defender for sure.. Want to play the germans.. against me? Go for it! I dare say ytou are going to need take Moscow, Lenn, Stallingrad, archangel and all the South Baku etc in 42 to beat me... not that I am anything, but the reds are too tough over time! Can the Germans win? Not the war, but maybe the scenario, That is why many have called for a shock adjustment related to cities taken. Take Citadel, 4 turns of Shock for the Germs, and then TEN at 80! best wishes to all out there playing as German!

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Post #: 164
RE: Buzz's Fite Mod - 6/3/2007 4:02:38 PM   
glvaca

 

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quote:

ORIGINAL: freeboy

Glen I agree the key is concentration breakthrough and brackout, BUT the Reds get to rebuilld and rebuild and rebuild with no end in sight! In 43 they are going to out build the germans and it just gets worse... I destroyed my oponents armies x3 or more,,, almost reached Grosny he had what 17% total production? YET he already massed air supperiority and destroyed me winter 4243. I am now the defender for sure.. Want to play the germans.. against me? Go for it! I dare say ytou are going to need take Moscow, Lenn, Stallingrad, archangel and all the South Baku etc in 42 to beat me... not that I am anything, but the reds are too tough over time! Can the Germans win? Not the war, but maybe the scenario, That is why many have called for a shock adjustment related to cities taken. Take Citadel, 4 turns of Shock for the Germs, and then TEN at 80! best wishes to all out there playing as German!

OK, I take the challenge. Give a few days to get the first turn in. I have a busy week ahead but then 3 weeks holiday.
Mail me at glennvc (at) telenet (dot) be

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Post #: 165
RE: Buzz's Fite Mod - 6/3/2007 7:56:41 PM   
Karri

 

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I was looking at the swedish OOB and they have 2 light cruisers and 8 destroyed in their navy. Granted it makes no difference whatsoever, but in reality their navy was bigger than that.

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RE: Buzz's Fite Mod - 6/3/2007 9:02:32 PM   
freeboy

 

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Glen, Give me about a month to get into the next phases in my current games , I will pm u my email.. or we can start sooner but I am getting full now..

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Post #: 167
RE: Buzz's Fite Mod - 6/4/2007 4:54:56 AM   
SMK-at-work

 

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IIRC Soviet units that don't reconstitute are the tank divisions (which are all in play at the start or arrive shortly after), cavalry divisions, rifle brigades, fortifications, and the Fort REgions after about mid-42.

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RE: Buzz's Fite Mod - 6/4/2007 5:00:55 AM   
larryfulkerson


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quote:

ORIGINAL: SMK-at-work
IIRC Soviet units that don't reconstitute are the tank divisions (which are all in play at the start or arrive shortly after), cavalry divisions, rifle brigades, fortifications, and the Fort Regions after about mid-42.


What's the difference between the fortifications and the Fort Regions? Are they the same thing?

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Post #: 169
RE: Buzz's Fite Mod - 6/4/2007 6:32:28 AM   
sPzAbt653


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And what are considered 'Militia' units? I haven't seen any units named militia.

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RE: Buzz's Fite Mod - 6/4/2007 6:46:12 AM   
SMK-at-work

 

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The fortifications are the static units with the gun icon.  The fortified regions are hte units with move 1 and hte machine-gun icon (an infantry symbol with an arrow through it).

The Kiev fortification is the first unit in the Sov OOB.  The Fortified regions belong to 3 formantions IIRC - the FR formation, which included hte Kiev unit, and the 2 main fleets - Black Sea and Baltic - in the case of these 2 they are analogues for small coastal defence forts I think.

Soviet Militia units are those that have the darker brown background (at least with the colour scheme on my machine) - there's 14 divisions in the Moscow Front, 7 or 8 in the Lenningrad Front, 1 or 2 around Kiev, a couple from Rostov & eastern Ukraine cities, plus a couple of cavalry divisions IIRC.

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Post #: 171
RE: Buzz's Fite Mod - 6/4/2007 4:32:28 PM   
Zort

 

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spz, here are your Militia guys in Moscow.




Attachment (1)

< Message edited by Zort -- 6/5/2007 2:56:23 AM >

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Post #: 172
RE: Buzz's Fite Mod - 6/4/2007 9:11:47 PM   
sPzAbt653


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Ahhh, now I see the Militia, thank you. For some reason I thought 'Mil' stood for something else. There is a mistake in the file I sent you Buzz, I had changed the militia colors so now they won't withdraw. I have to put them back to the same color as the 'fort regions'. The Soviet OOB is listed on the http://www.ac-smolf.dk/fite/ site and has some notes as to what they did and why.

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Post #: 173
RE: Buzz's Fite Mod - 6/9/2007 8:25:23 PM   
sPzAbt653


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quote:

ORIGINAL: larryfulkerson

There are a lot of Soviet units that don't reconstitute either.  Most of the Soviet tank units in FITE are just gone when they are killed.  A lot of the recon units don't reconstitute.  Some of the Soviet forts don't reconstitute.  I thought it was a decision on the part of the scenario designers whether or not to let those units reconstititue or not.  Although I've been wrong before.

The 'Background doc' talks about this, it says that most of the mech corps were disbanded or eliminated at the end of '41. I think, although the equipment and replacements wouldn't change, the Soviet player does have the 'gamey' option of moving the mech corps off to the east to keep them 'safe', a nice reserve for later! The militia units will reconstruct but we know they will withdraw on turn 82, as they were all renamed as regular divisions or disbanded. There is nothing in the doc about the fort regions though, maybe they should stay and the mech corps should be withdrawn? What do you guys think?
In the game I am playing now, on turn 8 the German 25th pz reg of the 7th pz div got attacked by several tank brigades and evaporated. Now it is lost until turn 153 when the 'new' one appears. Even though the regiment that was lost contained mostly 38t's, the better IVh's and IIIj's go into that unit way before turn 153. Let me know if I am missing something, otherwise I am going to change the pz regiments from non-reconstructing, along with the divisions like Leibstandarte and Totenkopf.
I'd also like to debate the fate of the 18th Panzer Division, if anyone else cares, my position being that there is no reason for this unit to be withdrawn.

(in reply to larryfulkerson)
Post #: 174
RE: Buzz's Fite Mod - 6/9/2007 8:41:13 PM   
Zort

 

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Seems the history of the 18th PZD was that it was disbanded due to heavy losses in Sep (or Nov whichever book you read) 43 in the attacks around Kiev. I think this is one of those cases that history tells us one thing and what we do in the game is something else. Two units were created/rebuilt from the disbanding of the pzd, 18th Art div and 504th pz Batt. I don't think it should be withdrawn unless the 18th art div is in the game. The 504th pz batt was rebuilt from 18th pz regt of the div. This might be a good option for the german, remove the pzd and get those two units.

< Message edited by Zort -- 6/9/2007 8:58:02 PM >

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Post #: 175
RE: Buzz's Fite Mod - 6/9/2007 9:59:19 PM   
Zort

 

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spzabt if you keep the 18th PZD in you might want to change it so it can reconstitute too.

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Post #: 176
RE: Buzz's Fite Mod - 6/10/2007 1:21:09 AM   
sPzAbt653


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From the games standpoint, you can always disband a unit if you don't want to use the assets to bring it back to strength after heavy losses. I think the german panzer divisions are important to the game. If some are withdrawn to other fronts, yes they should go. I think the 18th should stay in, and as long as there are replacements available, it should reconstitute. The 27th could also enter, it could be used as-is and not ready for combat, or could be held back until ready. This wouldn't change the production numbers.
Like I said, some units have to go, others fall into a different category. I started a West Wall '44 game to take my mind off Fite for awhile. You can drop the airborne units anywhere you want, this is great for flexability and playablility. But the 1st Airborne withdraws on its' own, because historically they did. No fun for a game though. Even if you did get them stuck in the historical situation, you could still withdraw them yourself. No reason to have the computer intervene.

Thanks Buzz.

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Post #: 177
RE: Buzz's Fite Mod - 6/10/2007 1:27:54 AM   
Karri

 

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Regarding the '41 panzer regiments, it is a difficult question. On the other hand if you have replacement tanks and the units is lost in a middle of attack(like I lost half of my tank regiments) then in my opinion the unit should not be considered 'destroyed'. On the other hand, you could always argue that the unit suffered such losses that it was withdrew to build the new tank regiments. It's hard to go one way or another here...

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Post #: 178
RE: Buzz's Fite Mod - 6/10/2007 4:07:07 PM   
Zort

 

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From what I have read concerning the pzds, it seems that if one lost its armor the div would either be withdrawn for refit or disbanded to form another unit. I don't like the fact that the soviet player knows if he kills the panzer regiments they don't come back. I tend to lean toward reconstitution. So they will take a while to be replaced but this will cause the other units to be short of equipment, more 'realistic' I think.

As for withdraws, since most scenarios are just one front or one battle, the decision to withdraw units to another front comes from a higher command. Seems most of us what to be the supreme commander and make those decisions. Guess that is what TO's could be used for, but if you keep the units then it has to be painful in some sort of way.

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Post #: 179
RE: Buzz's Fite Mod - 6/10/2007 8:18:46 PM   
sPzAbt653


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Karri, what about losing a '41 pz reg and it is not replaced until the 'new' one shows up around turn 150? Do you think the original would/should reconstitute?

Buzz, I do agree that withdrawals to other fronts should be honored. 9th and 11th pz divisions go to defend the West Wall, that's good, the SS divisions withdraw to refit, good too. But the 18th pz div? If that unit is used as a case study, then all the Soviet units that were originally destroyed should have a withdraw event? I'm definately not advocating this, just trying to make my point that historical combat casualties shouldn't dictate a withdrawal in the game. Like, should there be an event for Feb. '43 to withdraw the German 6th Army? Of course not, it would be silly. Thanks for letting me debate this, I love the 18th pz div!

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