Posts: 679
Joined: 8/19/2007 From: Las Vegas, Nevada Status: offline
@Vorsteher(scenario designer)
I love those unit graphics. You should consider adjusting the stacking limits though. Or the subformations weight(whatever would fix the problem)... Those Armor units are showing 200-300 stack pts.
Thanks for the advice and suggestion, will have to download, given you are a experienced player for sure is a good scenario, i love Weber's Great patriotic war, but some different scenarios on same topic allways is for good, different points of view to contrast,
with best regards,
murat30/alarick.
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There is no plan of battle that survives the contact with the enemy.
Posts: 679
Joined: 8/19/2007 From: Las Vegas, Nevada Status: offline
I havn't finished play testing yet alarick.(thanx for your confidence though.) I was just shocked to see all the attention to detail with this one. The unit pics are beautiful and change as the unit is upgraded.
< Message edited by IRONCROM -- 4/26/2008 6:43:13 AM >
Posts: 679
Joined: 8/19/2007 From: Las Vegas, Nevada Status: offline
As I play the scenario, I must say I have not noticed the over-stack penalty being much of a factor. Maybe Vorsteher has turn it off or increased the number of stack points needed to be a factor.
The HQ's are very understaffed due to the shear size of the units under there command. HMMM Perhaps more HQ's are necessary due to the size of the combat units. A lot more staff will need to be added to them in order to get the full bonus though.
There is a lot of German used in the scenario. If your not fluent the action cards may be difficult. English would be best I think since it is a more universal language.
Posts: 3396
Joined: 8/28/2000 From: New Zealand Status: offline
Wow - it's beautiful!!
However....:)
Artillery setup in the corps initially is a bit of a pain because you can't shoot with it and attack in hte same turn - the first thing I did was seperate it all out, so I think it should probably start as seperate units.
The top-bottom orientation of the map is a little strange at first for those of us used to fighting left to right.
Aircraft range is very, very long - I had the Finnish airfoce able to attack Kiev or there abouts.
And lastly the production of lots of shipping at Konigsberg looks a bit odd.
The Luftwaffe should make goes can at least 2 attacks per turn that only if I increase the APs and that goes only if the AP consumption per hex would reduce however brings higher range.In the first turn you must destroy the red airforce.Bombs over bombs to the airfields. The german player brutally venture without consideration on losses. In August, Kiew and Smolensk must fall. The wehrmacht comes stand will hardly overcome it to that the winter. I hope i found all bugs.
But my second scenario is coming.Zitadelle 1943 on division level.
Posts: 505
Joined: 10/12/2007 From: Cardiff, UK Status: offline
I agree with the above comments, very nice artwork, that must have taken you ages. The artillery being attached to the units could be changed as they should be stand alone pieces. It would be nice to have an English version sometime in the future, although it is still very playable as it is.
An unusual way of orienting the map from top to bottom rather than left to right. It works though, just different.
A great job.
Bulldog
< Message edited by BULLDOGINTHEUK -- 4/26/2008 11:42:26 AM >
Posts: 3396
Joined: 8/28/2000 From: New Zealand Status: offline
A couple more things - I'm only playing vs the AI so I don't read too much into hte results - but not trouble taking Kiev in early July, Minsk in mid-July and Riga and Smolensk late July.
Leningrad was trivially easy to take with the Finn's after KO'ing the border forces - the AI didn't actually put any reinforcements into it at all.
But I notice that Leningrad production is actually Soviet SF types - it I produced a few infantry there and the come out as Schutzen 42 (Sow) - ditto for AT guns, etc - all the other cities are producing supplies at the moment. Is this intended?
I don't know if its do-able, but I'd suggest that captured soviet cities be limited to being supply dumps for the Axis - can you change a terrain type as an event at capture?
One thing I almost forgot - naval movement probably needs increasing - at the moment the Kriegsmarine can barely get from Konigsberg into the Baltic in a week-long turn! :)
And a couple more things...where are the SS and Guards produced? I haven't figured that out, plus the Recce a/c are a nice touch, but I haven't really found a use for them yet.
< Message edited by SMK-at-work -- 4/26/2008 2:30:14 PM >
A couple more things - I'm only playing vs the AI so I don't read too much into hte results - but not trouble taking Kiev in early July, Minsk in mid-July and Riga and Smolensk late July. Leningrad was trivially easy to take with the Finn's after KO'ing the border forces - the AI didn't actually put any reinforcements into it at all.
Play against a human player and you will see ,the game is heavy.For me the AI is only for training.
quote:
But I notice that Leningrad production is actually Soviet SF types - it I produced a few infantry there and the come out as Schutzen 42 (Sow) - ditto for AT guns, etc - all the other cities are producing supplies at the moment. Is this intended?
mmh,right.I should modify a captured city.Only supplies ? But problem is in all scenarios with captured cities.But i will see.(edit)--> A event modify the peoples.)
quote:
I don't know if its do-able, but I'd suggest that captured soviet cities be limited to being supply dumps for the Axis - can you change a terrain type as an event at capture?
ditto
quote:
One thing I almost forgot - naval movement probably needs increasing - at the moment the Kriegsmarine can barely get from Konigsberg into the Baltic in a week-long turn! :)
this is wrong,correct.
Guards in Tula.SS in Berlin.
V.
< Message edited by Vorsteher -- 4/28/2008 9:32:24 AM >
Posts: 3396
Joined: 8/28/2000 From: New Zealand Status: offline
quote:
ORIGINAL: Vorsteher
quote:
A couple more things - I'm only playing vs the AI so I don't read too much into hte results - but not trouble taking Kiev in early July, Minsk in mid-July and Riga and Smolensk late July. Leningrad was trivially easy to take with the Finn's after KO'ing the border forces - the AI didn't actually put any reinforcements into it at all.
Play against a human player and you will see ,the game is heavy.For me the AI is only for training.
Absolutely - I'm thrashing the Axis AI too....so it must be even handed!! :)
I'd like to wait until you've updated a few things tho.
quote:
quote:
But I notice that Leningrad production is actually Soviet SF types - it I produced a few infantry there and the come out as Schutzen 42 (Sow) - ditto for AT guns, etc - all the other cities are producing supplies at the moment. Is this intended?
mmh,right.I should modify a captured city.Only supplies ? But problem is in all scenarios with captured cities.But i will see.
Either supplies only, or produce Axis troop types - captured cities in WaW produce the "native" troop of the capturing player - I don't know how the scripting works tho.
Also should half-tracks be so common in 1941? The Soviets never produced any troop carrying ones of their own - lots of half-track artillery tractors, but I think that's not what the ones in the game are?
And a suggestion for HQ's - the mid-level ones between OKH & the German armies are probably not necessary - a German player is likely to disband most of them pretty much immediately for the PP's - Tweber taught me this when I tried to do a historic OOB mod for WaW a while back. So probably they should be represented as units with reserve troops in them under OKH rather than as HQ's.
< Message edited by SMK-at-work -- 4/28/2008 9:58:03 AM >
In the game are russian BA-30 Halftracks.His tower was used from armored car BА-20. Armed with machine gun.In other scenarios i see 1941 M 17 US Halftracks.Is is right ? Make a game as axis against me und you will see,axis have problems in august.
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Joined: 8/28/2000 From: New Zealand Status: offline
Ba-30 is a half-tracked armoured car tho - not a troop carrier or artillery tractor, so it's really just an expensive armoured car - AFAIK they stopped making them because they were too expensive compared to normal wheeled armoured cars. So h/tracks should not be available to the Soviets unless they research them - they got a lot from the USA, so that can be represented by PP's from lend-lease to research.
US M17's were AA half tracks with 4 x .50 cal machineguns, and not accepted for service until December 1943, so certainly shouldn't be in the game in 1941.
Germany had the Sdkfz 250 in production in 1940, but only in small numbers (3-400 AFAIK), so should start with them available, but probably only a few in each panzer corps - I don't know how they were spread out tho.
I havn't finished play testing yet alarick.(thanx for your confidence though.) I was just shocked to see all the attention to detail with this one. The unit pics are beautiful and change as the unit is upgraded.