Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Operation Barbarossa

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: Operation Barbarossa Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Operation Barbarossa - 6/19/2009 7:42:27 PM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
Does this mean both sides are now severely restricted in the mud turns, and not just the Germans as is the case in the game I currently play?
A thorough changelog would be nice, so we know everything that is changed.

Once you finish the weather changes and such, I hope the briefing (or a document) tells a bit more about what the players can expect during the game, as my opponent (playing Germans) was somewhat surprised in October

(in reply to TheArchduke)
Post #: 31
RE: Operation Barbarossa - 6/20/2009 10:19:52 AM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
October is more nasty for the germans as they have longer supply-lines. If you send me the savegame I happily look if it is too harsh.

My apologies for updating so often, perhaps I should try to have one beta and one permanent file rather then updating the current version so often.

Assault Guns work now, thanks to some bug-spotting by a player.



Throughout the mud turns both sides are at peace now, enabling both to catch breath a little and reorganize. It works better and is closer to history as with the old rules taken from the GPW, the Russians had a severe advantage during mud.

< Message edited by TheArchduke -- 6/20/2009 10:20:54 AM >

(in reply to Appren)
Post #: 32
RE: Operation Barbarossa - 6/20/2009 11:47:09 AM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
I can certainly confirm that the advantage in the mud turns was pretty big, thats for sure. Might be starting a new game fairly soon, is the most recent file somewhat "finished", or do you have more changes coming up the next days?

Nothing wrong with frequent updates, as long as we know roughly what has been changed between versions

(in reply to TheArchduke)
Post #: 33
RE: Operation Barbarossa - 6/20/2009 1:15:09 PM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
I always post the details in here.

Weatherwise basically:

March/October Enforced peace, 200 Movement costs (also for supply)

And November to February, Winter with 150 Movement costs. I am considering a small combat penalty for both parties in winter as well. Not sure about that right now.

I would love get my hands on progressed savegames or finished games, so I can compare games!

(in reply to Appren)
Post #: 34
RE: Operation Barbarossa - 6/21/2009 8:24:24 AM   
BULLDOGINTHEUK


Posts: 505
Joined: 10/12/2007
From: Cardiff, UK
Status: offline
I am the player that was playing the Axis against Appren. Firstly can I just say that I have been playing Appren for over a year now in various games of AT which he almost always wins. He is clearly a more skilled player than me and I am still learning a lot.

With regard to the Barbarossa scenario however I do think it is imbalanced in favour of Russia (It is a great scenario though). I started off with a lot of troops but within just a few turns Russia was able to go on the offensive. I wasn't even able to take Kiev or Odessa! Russia I feel gets too much production and units at the beginning. I only had 3 mud turns but this crippled me really bad. I could not get reinforcements to the front. Troops could only move 1 hex, air was useless if it was more than about 4 hexes from target and supply to all units was varied from green to red. Whilst this reflected well about the Russian winter the Russians seemed to have no penalties and just walked over me. Also I played the card +5 production and all it said was that Lend Lease to Russia starts (but I am Axis). Even though I am the worse player and perhaps not hoped to take Moscow I thought I could have at least reached Lenningrad with AG North.

I hope you stick at updating this scenario as overall it is really good and enjoyable .

(in reply to TheArchduke)
Post #: 35
RE: Operation Barbarossa - 6/23/2009 9:26:26 PM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Thanks for the report.

Right now I got one loss against Charles as the Soviets under my belt, but Boron and me have sparred off 5 times and the Soviets lost there.

I am considering giving the Soviets a small front-boost. Ergo making Kiev a 25k city and thus much more worthwhile and important.

(in reply to BULLDOGINTHEUK)
Post #: 36
RE: Operation Barbarossa - 6/24/2009 11:18:33 AM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
I'm playing as Germany vs TheArchduke at the moment as well, looking good so far, but who knows what kind of reserves he has behind the lines!


_____________________________


(in reply to TheArchduke)
Post #: 37
RE: Operation Barbarossa - 6/24/2009 8:48:47 PM   
BULLDOGINTHEUK


Posts: 505
Joined: 10/12/2007
From: Cardiff, UK
Status: offline
I must just suck  

(in reply to Appren)
Post #: 38
RE: Operation Barbarossa - 6/25/2009 8:55:32 AM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
I would not say that. As far as I am concerned there are two other players on this forum who wipe the floor with me. George and Seille.:)

Anyway, Trond and me are having a great Barbarossa game which could end up in 42. I am really interested to see how it works out.

(in reply to BULLDOGINTHEUK)
Post #: 39
RE: Operation Barbarossa - 6/25/2009 6:27:16 PM   
BULLDOGINTHEUK


Posts: 505
Joined: 10/12/2007
From: Cardiff, UK
Status: offline
I don't mind, I am a glutton for punishment .

(in reply to TheArchduke)
Post #: 40
RE: Operation Barbarossa - 6/25/2009 8:46:17 PM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
The october turns are tricky. The previous version (big German penalty) was absolutely devastating for the Germans, while the current version (4 turns enforced peace) isn't quite optimal either. I am sure there was some combat done in that period? Seems hard to balance, but I guess we'll see how this game plays out. 

_____________________________


(in reply to BULLDOGINTHEUK)
Post #: 41
RE: Operation Barbarossa - 6/26/2009 7:26:12 AM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Well, above a certain line the germans were really standing still

And in March nothing happened either.

(in reply to Appren)
Post #: 42
RE: Operation Barbarossa - 7/2/2009 1:35:57 PM   
pzrjagr

 

Posts: 12
Joined: 4/28/2009
Status: offline
Having great fun with your magnum opus.  The Wehrmacht advanced steadily the first four weeks (it's the end of the 13 July turn), against a very capable Russian PBEM opponent.  Although the German maneuvers are not bad either, am having a very difficult time maintaining an historical rate of advance. 

German spearheads are (AG North) past Riga, Dvina, before Polotsk, (AG Center) trying to encircle Minsk, (AG South) knocking on the door of Kiev and Odessa.  AG North and Center are quite slow compared to the spectacular advance of 1941.  By 16 July, historically, AG North had passed Pskov and AG Center had already reached Smolensk. 

My concern in Barbarossa, is that the German movement bonus does not appear to have been maintained after the first turn.  Since the alternative (and also great) GPW mod allows German movement and combat bonus for the first four turns / weeks, had you considered an increase in the bonus?

Thanks for a great mod.  BTW, am now running the complete 22 June OKH Order of Battle with historical designations in your mod (after a few hours of reasearch and renaming units).  Your at start division allocation was actually very close to history, although I see that you transferred the leg infantry formations away from the Panzer Groups. 

The challenge now is to form the over two dozen German divisions (and a few Italian and Hungarian ones) that historically arrived as reinforcements by the end of August.  I can e-mail you the current save file if you wish to take a look at all the unit designations.

(in reply to TheArchduke)
Post #: 43
RE: Operation Barbarossa - 7/2/2009 6:00:52 PM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Historical OOB would mean the names of the Generals for the Armies and Divisions. Problem is the player must change it by himself like in the GPW.

4 turns movement bonus was too much in the GPW imo. It didn´t make any sense to offer resistance at Kiev/Odessa whilst in reality the Russians resisted for quite some time around there.

If you send me savegames with your pass, I would love to check it out.

(in reply to pzrjagr)
Post #: 44
RE: Operation Barbarossa - 7/3/2009 1:11:18 PM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
TheArchduke beat me in our game. I did the mistake of underestimating the winter, and I'd say I was too much thinking of Russia 41 when considering my deployment. All the Germans had to do then was to pull back 2-3 hexes per turn, but the Soviet tank divisions crushed me. 

_____________________________


(in reply to TheArchduke)
Post #: 45
RE: Operation Barbarossa - 7/4/2009 6:08:52 AM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
What is peculiar that in the testgames with Boron, the Soviet Union is the underdog and has yet to win more then one game.

I am overworking this scenario on this weekend to provide a new version and thanks to my 4 weeks absence in August, it will stay the same then.:)

(in reply to Appren)
Post #: 46
RE: Operation Barbarossa - 7/4/2009 2:34:54 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Ok, even i downloaded all the versions from the last weeks i´ll wait for the new one before i look at.

(in reply to TheArchduke)
Post #: 47
RE: Operation Barbarossa - 7/6/2009 8:09:14 AM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Brand new one in the works with partly reworked pictures, balance, etc..

(in reply to seille)
Post #: 48
RE: Operation Barbarossa - 7/6/2009 10:30:12 AM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline

quote:

ORIGINAL: TheArchduke

Brand new one in the works with partly reworked pictures, balance, etc..


Can't wait

_____________________________


(in reply to TheArchduke)
Post #: 49
RE: Operation Barbarossa - 7/6/2009 9:05:37 PM   
pzrjagr

 

Posts: 12
Joined: 4/28/2009
Status: offline
How many weeks does it take before captured Russian production cities start helping the Germans?  Riga is still not putting out after two weeks :-(.  Also, will the balance be reworked significantly from the current version?  Perhaps we should stop before investing more time in our current game.

(in reply to Appren)
Post #: 50
RE: Operation Barbarossa - 7/7/2009 5:29:21 AM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Never I fear.

The biggest quirk in Russia 41 in my opinion was that the russian cities enhanced german production. So recaptured cities hit the German double.
In my scenario the only gain will be VP and through that PP per turn which is only a fraction.

Have no fear, I included a little equalizer system in the next version.

(in reply to pzrjagr)
Post #: 51
RE: Operation Barbarossa - 7/7/2009 5:56:52 AM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
I am actually finished, but the whole thing is 13 MB big and filefront does not work on me right now. I am looking for a host today.

For now:

http://rapidshare.com/files/252876985/OperationBarbarossa060709.zip.html

Why only 10 MB, Matrixgames, why?:)

< Message edited by TheArchduke -- 7/7/2009 6:03:49 AM >

(in reply to TheArchduke)
Post #: 52
RE: Operation Barbarossa - 7/7/2009 10:33:55 AM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
Great, can't wait to try it out. What are the changes from the previous version? 


Edit: by the way, the scenario file lacked the .pt2 extension, I had to rename it.

< Message edited by Appren -- 7/7/2009 10:43:26 AM >


_____________________________


(in reply to TheArchduke)
Post #: 53
RE: Operation Barbarossa - 7/7/2009 2:38:56 PM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Ah yes. Basically:

- Kiev raised to 25k production.
- Stalino and Pskov now 10k production cities.
- Added a Baltic Volunteers production in Riga (German).
- Added a Cossacks production in Dnjeprvostok (Axis Minor).

- Stugs got their own symbol and different pictures for all tech levels.
- Reworked some pictures, made them smaller and png to save up space.

- Fighter and Bomber cost 3000 PP to build now.
- Fighter research cost doubled.

- All Fortresses near Leningrad now destructible.
- January 43, the Germans see a 20% increase in production, as they prepare for a drawn out war. Not much still compared to the 15% increase of the Soviets in January 42, 43 and 44.

- All 4 main fronts of the Soviets got only 5 trucks instead of 10 making strategic retreats in turn 2 less easy.

- Both Talinn and Rostov give one of their VPs to Pskov and Stalino.

- Both regimes now have tank destroyer 1 researched.

- Scout and Levelbomber research cost halved.
- Range of HQ 100% is now 4 instead of 3 to reflect the big map.

- Added 60 Paratroopers to AG South
- Added 4 Tankdestroyers to the tank divisions of both armies.

- Changed desc to reflect changes.

- Enabled a handicap/Boost for both regimes.

- Destroyer II, III and Carrier IV made unresearchable.

- Koenigsberg moved to the coast.

- German aircraft moved a bit forward.

- Two axis minor tank divisions added, one italian and one romanian.
- Two italian infantry divisions added.

- 50% movement increase for ships.

(in reply to Appren)
Post #: 54
RE: Operation Barbarossa - 7/7/2009 2:51:42 PM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
Apparently you can build level IV ships (all kinds) again 

Also, bazooka research is now twice of MG/mortar, and same as AT-Gun, is this intended?

< Message edited by Appren -- 7/7/2009 2:57:30 PM >


_____________________________


(in reply to TheArchduke)
Post #: 55
RE: Operation Barbarossa - 7/8/2009 11:35:30 PM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Nods.

(in reply to Appren)
Post #: 56
RE: Operation Barbarossa - 7/10/2009 7:24:30 PM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Damn the AT event code.

Trond you were right the weather code is broken in my scenario.:(


The blitz event basically screws with the movement figures of the Soviets. It seems that the blitz event is severly broken. I try to fix it soonish.

< Message edited by TheArchduke -- 7/10/2009 8:22:13 PM >

(in reply to TheArchduke)
Post #: 57
RE: Operation Barbarossa - 7/14/2009 7:09:44 PM   
TheArchduke


Posts: 407
Joined: 2/7/2008
Status: offline
Ok, new file uploaded.

Air movement has been restored to normal values, movement bonus of the germans cut, in exchange combat bonus during turn 1-2 is now 200%.

http://www.filefront.com/14040789/OperationBarbarossa1407.zip

This will be the latest file for at least 3-4 weeks as I am on vacation.

(in reply to TheArchduke)
Post #: 58
RE: Operation Barbarossa - 7/15/2009 12:12:19 PM   
Ccr

 

Posts: 179
Joined: 4/22/2008
From: UK
Status: offline
Can current games be continued using this new version?

(in reply to TheArchduke)
Post #: 59
RE: Operation Barbarossa - 7/15/2009 2:07:24 PM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
It is a new scenario file, so you'd have to start a new game.

_____________________________


(in reply to Ccr)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: Operation Barbarossa Page: <<   < prev  1 [2] 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.141