alaric318
Posts: 366
Joined: 10/7/2003 Status: offline
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greetings, thanks for post on it, there are an playtest screenshot, beware of pop ups, i encourage to use maxthon or firefox browsers to avoid trouble... http://gallery.filefront.com/Alarick//945784/ it is february, the surrender france card already played, what comes on was a battle of britain with united kingdom defeated hard, however maybe not is a good idea to invade united kingdom, as this will upset united states, feature that i do find very well done, it has been requested in other games about world war 2, in italy you can see 2/3 of a elite ss panzer group, mainly one ss panzer (3ss totenkopft) have been bombed by allied air and destroyed, for sure that germans can take france but will be bloody, now i will be with the briefing base and what still to do before uploading the mod. -base briefing start work and planned work... WaW Ver_32 Mod Changes... Peoples... Germany... Combat... 2 Production... 1.5 (fascist regimes, high control both on production and quality and conscript) Russia... Combat... 1 Production... 2 (communist regimes, bad equipment but high control over over-production) West... Combat... 1.5 Production... 1 (democatric regimes, good equipment but less control over conscription and less tolerance to casualties) Morale... Germany... 150% (75 Overall) West... 150% (75 overall) Russia... 100% Artillery Range... 2 From 1 Supply Cost Set At... 1 Max Free Experience To 30, From 40 (main purpose is that elite formations, as russian guards and german ss units become more powerfull) needed adjustment... upgrade minimun experience to 30, i want, still, , all troops become available as political research investment is very relevant) Added Stettin (City 4, Port) At North Of Berlin Added Leipzig (City 4) At South-West Of Berlin Added Airfields in British Isles to help Royal Air Force Deployment. Added Southampton as City 4 To Balance Germany Production Increase. (and for give more ship's building capability to United Kingdom). given some production in afrika, for sure unrealistic but i was wanting to favor playability... tripoli... City(2) Tobruck... City(4) Alexandria... City (4) all from City (0) now both sides can field some forces on afrika without being in serious supply problems and there are some valuable cities for what fight. added a road and bridge from milan to france(north of vichy) this give more freedom for make alternative assaults from or into france. so, more player freedom. redeployed some balkans units, and allied minor units and reinforced to at least cause some casualties on germans and become better in defense of the capital cities, oslo, belgrado and warsaw, nevertheless germany have a very strong army. encourage playing... i do have test untill fall of paris, (february 1940), but allied air force can do some Very Serious damage on the german armies, is a need to redeploy french air force to britain isles, so, them do not surrender with the action card for vichy stablish-ment. planned features... elite guards and shock/assault russians, some elite united states units, airborne divisions, 82nd and 101st, 1st division, , ("big red one") and finally deploy navies on wished equation and proportion for all major powers, maybe with named ships as task force leaders, but if increased naval power is a must to adjust to lesser supply comsumption and spending, i want to say that i do find "simplified" research and armies-structures for my pleasure as it limited the work to do. final armies figures planned... already implemented Order Of Battles (OOB)... germany... 10 main commands, each with one air fleet, one armor each, two infantry and one artillery, named commanders germany extras... some garrison units and two full uber-elite ss panzer formations under dietrich and hausser, six ss panzer divs. france and united kingdom... 5 commands each, french have the elite french foreign legion formation and a powerfull armor reserve, british royal air force and royal navy are very powerfull, historical units in afrika, (4th indian, 6th australian, 2nd new zealand divisions, as corps, , plus two armor groups, 8th desert rats and blackwatch Guard Cps, french and united kingdom, overall remain in same structure as german army plus some garrison units, britain can make strategic deccisions on the begining, they have two strong convoy units and can send forces to north afrika or to france, the British Expeditionary Force is present, so for the 30th guards elite corps, all 10 french and british commands under named generals. design notes advertising... germany have 10 commands and france+england have 10 commands but remember that germany still have better people's mod for combat, (2 to 1.5), and the panzer corps are far better than the Defense Command Reserve (DCR), french and english armor. (5 german fighters combat better than 5 western allies fighters) to do Order Of Battles... United States of America... some point between 7/9 commands, may be set at 8 against the 5 planned for japan. chinese army will be not reinforced, bad equipment and bad commands and even worse coordination between communist china and former china. russia... planned for between 8/9 commands, will have named commanders, and will be available from the begining, i do have realize that main russian army will do not make a stand against (my version) reinforced german army, guards units represent the survivors of initial german assault, shock troops reflect doctrine of condense heavy artillery and assault formations, infantry armed with machineguns and anti-tank guns, with anti tank guns even can take in consideration perssonel rifles that they use against german armor, this can be featured with better AT guns, given the regime people's difference on overall quality (germany 2, against russian 1) it is needed to boost russian production and give some "unrealistic fixed limited advantages" to main russian battle groups. as an example we can go to kurks battle, in 1943, russians tanks, mainly t-34/76 "charge" a la cavalry against tiger and panther tanks suffering high casualties, kursk and prokorovka yields casualties of 70% armor casualties for the germans and 50% armor casualties for the russians, more russian tanks overall but they have at the time enough industry to recover of casualties, germany will not recover from these losses never. italy have three main battle groups, under main italian Generals, Graziani, Garybaldy and Messe, same structure planned as all others, italy will remain "universals", (not production nor combat advantages), is a fact that italian troops are with bad equipment, poor leadership and mainly against british, far better troops and overall army. (note... however one or two command groups can make the difference on russia, as italy and russian main troops have same quality). Mod In Work Briefing-End PArt 01- At 14-04-2008--------------------------------------------------------------------------------------------------- Work Onwards 14/04/2008 Experience Max Free Gaining Restored At 40 (is so needed for upgrade cost) Added 3 Rear Area Russian Cities (8)... Caucasus industry, And Urals West/East Industry. supply system re-arranged, all units that consume more than 40 supply units each turn, now cosume at max. 40 supply. (i want to give players still freedom to deploy some troops once all units planned are added, mainly air and navy consume very much supply before) -added a [City(8)] to british islands, "UK commonwealth Reserves".(find to feature arms aid by south africa, india, australia and canada). Japan Modifications... Added City(4), Yokohama, just west of Tokyo. United States Added Production... (Based On Trade Export Of Various Goods, as oil) one [city(8)] in each west and east coast, so, more ship production capability and more supply support when needed. added united states garrison units for all active cities. i finally have simplified the navies model, germany have three battle groups, bismarck, tirpitz and siegfried, italy same at three groups, roma, napoli and giulio cesare, united kingdom have 6 battlegroups and 3 carrier groups, carrier groups mainly are as good at naval battle as battlegroups but with carrier and carrier air components added to them. uk battlegroups named as well with historical carriers and battleships/hvy cruisers, so... cv groups... ark royal, glorious and indomitable bb groups... hood, howe, malaya(india), vanguard, nelson and rodney. japanese navy almost ready, so all his army, not sure about give them morale (fanatic troops) or other bonus, is mainly what are keeping me "at bay", united states start as "universals" and i have two choices, make them "west" people or left them "universals" but then boost-ing his forces more than planned, as a democratic regime them may be with same bonus as western allies but some playtest is needed about it. i left out french navy, in purpose, as will unbalance heavily the game, royal navy have more than 3-2 bonus without reaching 2-1 against both combined germany and italian navies, 3-2 is the aproach that will be at last too between japan and united states, 3-2(1.5-1) is (for my point of view) the perfect point to set that reflect history and still respect playability, russia is done already, all his forces are available once awake but cannot match the germans, generally is my way to do at base point in world war scenarios, russia can stand for some time but united states are needed for win the war against axis powers. today is hard that i will have ready the scenario, may be for tomorrow or one or two more days, will post here from now onwards, glad that people are interested in trying my scenario, with best regards, Murat30/Alarick.
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There is no plan of battle that survives the contact with the enemy.
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