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: WaW Revised Status & Version History

 
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: WaW Revised Status & Version History Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: WaW Revised Status & Version History - 6/25/2010 5:48:50 PM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline
quote:

ORIGINAL: ehzorg
Hey explorer, what are the effects of the new hex type I'm seeing in version U3 called "Australian Supply Sea"? It appears to take the same amount of AP for ships to move through as big-sea hexes... but what's different?


A new type of hex was necessary in order to get supply to (historically accurate) go fairly close to Guadalcanal on the route from USA to Australia. The only difference between it and Deep Sea is that with Deep Sea supply costs 50AP, with Australian supply, it cost 1 AP. Should be no other differences.
I"m not talented at graphics, so the appearance isn't always indicative of the type of hex if it's Big Sea, Deep Sea, or Australian Supply Sea.
For ships, there is no difference at all between the 3.
For supply, they're all 3 different. Australian 1AP, Big Sea 12 AP, Deep Sea 50AP.
For air, Australian and Deep Sea have extra penalty for Level Bombers only, since the Pacific map's scale is grossly inaccurate compared to European/Atlantic.

Hope that clarification helps.


< Message edited by explorer2 -- 6/25/2010 5:50:00 PM >

(in reply to ehzorg)
Post #: 31
RE: WaW Revised Status & Version History - 8/14/2010 1:59:12 AM   
82ndtrooper


Posts: 1083
Joined: 12/19/2008
From: tennessee
Status: offline
changes are looking good 

_____________________________

HHC 302nd Engineer Battalion
82nd Airborne Division
Honorably Discharged Jul/80

(in reply to explorer2)
Post #: 32
RE: WaW Revised Status & Version History - 8/16/2010 7:45:37 AM   
kondor


Posts: 714
Joined: 5/27/2004
From: Croatia
Status: offline
Changes in U3 and U4 versions are right on the spot. Looks fine now but still I would wait for a few games to see is it now balanced...
Great work and thank you explorer2

(in reply to 82ndtrooper)
Post #: 33
RE: WaW Revised Status & Version History - 8/31/2010 12:49:26 PM   
kondor


Posts: 714
Joined: 5/27/2004
From: Croatia
Status: offline
I was browsing through all the changes here and have a question.
I know that Japs get CV III tech later on and I was wondering do they get additional tech boost (besides CV III)?
FT II? Arty II maybe?

I am starting a new game as Jap. so I must decide where should I invest PP...

Thx in advance.

(in reply to kondor)
Post #: 34
RE: WaW Revised Status & Version History - 8/31/2010 2:04:11 PM   
82ndtrooper


Posts: 1083
Joined: 12/19/2008
From: tennessee
Status: offline
I believe they just get CV-II and battleship and cruiser III, the rest you have to upgrade yourself.

_____________________________

HHC 302nd Engineer Battalion
82nd Airborne Division
Honorably Discharged Jul/80

(in reply to kondor)
Post #: 35
RE: WaW Revised Status & Version History - 8/31/2010 4:05:40 PM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline
82nd is correct.

(in reply to 82ndtrooper)
Post #: 36
RE: WaW Revised Status & Version History - 9/1/2010 1:24:55 PM   
kondor


Posts: 714
Joined: 5/27/2004
From: Croatia
Status: offline
IIRC Japs get CV III, not II... But thx for clearing that up for me.

(in reply to explorer2)
Post #: 37
RE: WaW Revised Status & Version History - 9/1/2010 9:02:16 PM   
82ndtrooper


Posts: 1083
Joined: 12/19/2008
From: tennessee
Status: offline
aye I ment CV-III



_____________________________

HHC 302nd Engineer Battalion
82nd Airborne Division
Honorably Discharged Jul/80

(in reply to kondor)
Post #: 38
RE: WaW Revised Status & Version History - 11/4/2010 7:55:24 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
Playing a few games of this, and IMO landing craft needs its own tech too - it is far too easy for Germany to invade the UK (yeah I'm getting done over by early Sealion in Scotland!! :))

The allies made a massive effort to be able to land troops safely on hostile beaches - but in WaW you get it for freee...well apart from having to build it.

IMO:

Lvl 1 - improvised landing vessels such as the British used at Gallipoli.  Can only carry infantry SFT's. 

Has "normal" movement because they are essentially just cargo ships that unload troops into small boats off shore.

Ideally troops coming off these craft would take a readiness penalty or perhaps lose all their supplies when they board them, and/or it costs a lot of action points to off load?  I don't know what is possible in the engine.

Level 2 - early attempts to make specialised craft such as Germany built for Sealion.  Each landing craft SFT should be able to carry just a single medium tank SFT - 35.  Germany had about 260 tanks ready by August 1940 - a mix of wading Mk III's and Mk IV's, and about 60 floating Mk II's - a division's worth, but it was going to be spread out among the first landing wave of 8 divisions.

A moderate development cost - 50 or so, to reflect the cost of removing them from the civilian economy - Rhine traffic was  affected up to a year after Sealion was abandoned.

Has low movement to reflect the problems associated with slow clumsy craft and towed barges.

Lvl 3 - the first dedicated successful landing craf.  A moderate PP cost to develop - 100 perhaps.  Has "normal" movement, big enough to carry tanks & infantry - essentially the current long range craft.

(in reply to 82ndtrooper)
Post #: 39
RE: WaW Revised Status & Version History - 11/4/2010 7:56:20 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
Alternatively add some fortifications to the British coastal cities! :)

But I'd prefer it costs to develop credible amphibious capability - because it did.

(in reply to SMK-at-work)
Post #: 40
RE: WaW Revised Status & Version History - 11/4/2010 2:39:51 PM   
ehzorg


Posts: 69
Joined: 5/11/2010
Status: offline
I would tend to agree that SeaLion is too easy to pull off.

Please see following thread for another discussion of possible corrective measures:

http://www.matrixgames.com/forums/tm.asp?m=2610583

(in reply to SMK-at-work)
Post #: 41
RE: WaW Revised Status & Version History - 11/6/2010 7:41:15 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
There may be a bug with the German/Soviet border garrison check value card - in a game I'm playing it has disappeared for the Germans before the end of 1940 - I recall a few turns ago there were 2 of them, and they disappeared when I used them, and none were available in Dec 1940...as a result of which I screwed up & Russia declared war! :(

(in reply to ehzorg)
Post #: 42
RE: WaW Revised Status & Version History - 11/13/2010 3:30:43 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
Having been thrashed out of sight as both sides in this scenario I have some more comments.

I know some people like to play fantasy variants of WW2 where the Axis goes on a rampage across the USSR, but I prefer my alternate history to be something I believe could have happened.

1/ The massive stack problem for aircraft & artillery needs to be fixed - hopefully ATG will address it.
2/ The ability of the LW to isolate Moscow is totally non-historical.  They had no such ability in real life, at any stage.  In fact air forces, in general, were unable to permanently destroy bridges.  In 1 game I just gave up on the LW isolated Moscow turn after turn, despite fighters in cities adjacent to the bridges have intercept orders - they either never bothered (they were set at 25% and always had better than that!), or achieved nothing.
3/ If the game _requires_ the West to invade Europe to save Russia in 1942 then IMO you have failed to produce a decent historical scenario.
4/ As above, the ability of Germany to invade England in early 1940 is another major problem. 

I know my attitude to history is a minority - that is why games like Strategic Command and CEAW do well with no great anchor in historical reality.  WAW is a bit better than them IMO, but not by enough to make me want to play it any more.

(in reply to SMK-at-work)
Post #: 43
RE: WaW Revised Status & Version History - 11/13/2010 7:40:00 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
Some more thoughts:

1/ as I mentioned above, bombers should probably not be able to destroy bridges as they can in the game - rail repair was not something that was done by large groups of military engineers - it was done by gathering local resources - there would have been rail repair "units" across the entire map to cope with breakages.

2/ Moreover the importance of bridges completely undermines the importance of the rivers themselves as arteries of industry - the big rivers - Rhine, Elbe, Don, Dneipr, Volga - they were at least as important as any major rail line & it would be good if that could be factored in somehow - perhaps allow cargo ships to "work" along major rivers?

3/ I think level bombers are representing the wrong thing, and they and "dive" bombers should probably be rebadged as heavy and tactical bombers respectively.
Then heavy bombers can be made very expensive to start research on, and Germany, Japan and the USSR should have to pay to get to level 1 - IMO something very expensive - 200pp might suffice.

Tactical bombers are assumed to include light and medium level bombers - which if course must also make up most of that is in dive bomber SFT's now, since hte LW gets no LB's to start!

4/ The Nomonhon incident is totally a-historical - the real one was over before the invasion of Poland!

I am sure we all know that it resulted in the discrediting of the "look north" faction that represented mainly Army interests, and the favouring of the "look south" that was mostly a Navy idea.

I guess it is in there to ensure the Soviets devote some resources to the Far East as they did historically. Of course in the game if the Soviets are not restrained in some way they can just send their far east army westwards, which is not historical - they did send some troops, but overall kept over 20 Divisions in the far east - although in some respects they seem to have treated them as training cadres.

They also took a lot of troops from the central Asian military districts who are usually also lumped in as "Siberians" in the popular literature.

Of course we all know now (or at least I hope we do!) that the troops from the East were sent to various parts of the front, many of them were in action as early as October or November 1941, and the men who fought at Nomohon were discharged by the time Barbarossa started and were called to the colours in the Ukraine I think it was, quite early. The actual divisions that fought were never sent west.

anyway - I digress.....of course the Soviets did not know that Japan was not going to invade, and possibly had they thought there was a chance of success the Kwangtung army may just have taken matters into heir own hands....or at least that is a vaguely reasonable hypothesis on which to base a game mechanism.

However we also know that it was never going to happen!

So I suggest that the output of the 2 cities over that way - Vladivostock & the other one I forget the name of - should be limited by the amount of troops on the border - that way the Soviets can be forced to devote something to the area, whether they want to or not.

Similarly the Japanese should be forced to garrison Manchuko with the Kwangtung Army - and the output of, say, Mukden and Seoul can be penalised if they do not.

If you want them to be able to declare war on each other it should cost a small fortune - say 200PP's...maybe 300.

5/ Lend lease - 50% of LL to the USSR came through Soviet Asia - mainly Vladivostok - US ships with Russian crews and flags carried it from the US East Coast, and aircraft were flown via Alaska.

25% went through Persia

Only 25% went through the Murmansk convoys.

So for every point you allow to arrive at Murmansk, you should allow 2 points to arrive at Vladivostok and 1 through the Caucasus!

And if Murmansk & the Caucasus are taken chances are it could all come through Vladivostok anyway!

6/ I wonder about railways - it seems to be too easy to have 100% supply along a long railway, when of course the effort of shipping along that railway would take up a lot of the supply carried. I don't know if this is reflected in the game or if it can be.

7/ German oil - supply is just too generic. Increased supply usage by mechanised units does not reflect reality. For example if Germany conquers Spain it gets the ability to increase supply production, and use that for more motorised units.

But in reality Spain was an importer of oil - most of it from the USA, and when Hitler met Franco one of Franco's demands was for 900,000 tons of oil per year for the Spanish economy......and that just wasn't available.

Also Spain required food - grain - it was a net importer - again it could not be supplied as German/Axis resources were already fully committed - German grain stocks dropped from over 3 million tons in December 1940 to just 460,000 tons in December 1941.

But in the game Spain is a net producers of supplies - a total reverse of history.

And when the Germans did actually capture Maikop, and held it for almost a year how much oil did they get from it? Nothing - zilch, nil, zero - not one drop of Caucasus oil was ever received!

They did get some oil from other Soviet sources for a total of about 4.7 million barrels - apparently as much as they would have received from the Sov's had they not invaded!

Any WW2 game that does not factor in oil can never really simulate the war IMO.

(in reply to SMK-at-work)
Post #: 44
RE: WaW Revised Status & Version History - 1/11/2011 9:01:18 PM   
cveta


Posts: 341
Joined: 1/4/2010
From: Croatia
Status: offline
Commander - Europe at war is a nice game that have an nice way of factoring oil as a needed resort in war effort. If Germayn player doesnot look after oil his offensive get bogged down in 1942. So from the invasion of Poland oil should be taken care of. Also I belive that this game is little "historical" so SMK-at-work may like it. I would like to hear his opinion once he tray the game. I belive there is free demo availiable.

_____________________________

Never Underestimate the Power of Stupid People in Large Groups

(in reply to SMK-at-work)
Post #: 45
RE: WaW Revised Status & Version History - 1/12/2011 9:44:45 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
I beta-tested CEAW - while the oil is a nice touch, much of the rest of the game is superficial IMO - I was very disappointed with the final result.

(in reply to cveta)
Post #: 46
RE: WaW Revised Status & Version History - 2/4/2011 10:06:45 PM   
von altair


Posts: 316
Joined: 4/27/2004
Status: offline
Howdy! After a long time I played some advanced tactics. Tested this WaW revised version, but
it seems to have some unlogical "fubars" in it. For example why Fighter I and Divebomber I can't
be upgraded to tech II after it has been researched? Is this a bug? Thats easy to fix. Had to fix
those and couple other things before I continued to play.

_____________________________

"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna

(in reply to SMK-at-work)
Post #: 47
RE: WaW Revised Status & Version History - 2/5/2011 6:33:10 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
I think oil is on the list for ATG.

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to von altair)
Post #: 48
RE: WaW Revised Status & Version History - 2/21/2011 3:27:44 PM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Is u4 still the latest? i want to test it.

_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
- Mod Maintainer (past) for ATG's WAW mod
- Mod Maintainer (past) for ATG's GPW mod
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester WITE2
-Alpha Tester Wif
-Beta Tester Command

(in reply to Jeffrey H.)
Post #: 49
RE: WaW Revised Status & Version History - 2/22/2011 4:12:52 AM   
zzmzzm

 

Posts: 116
Joined: 10/24/2010
Status: offline
It's not a bug, it's designed . In many other mod, plane can be upgraded.

(in reply to von altair)
Post #: 50
RE: WaW Revised Status & Version History - 2/22/2011 4:14:22 AM   
zzmzzm

 

Posts: 116
Joined: 10/24/2010
Status: offline
Yes u4 is still the latest. New edtion of WAW may be out until AT gold released.

(in reply to bwheatley)
Post #: 51
RE: WaW Revised Status & Version History - 2/23/2011 12:13:48 AM   
bwheatley

 

Posts: 3650
Joined: 12/13/2004
Status: offline
Cool i'll try this version in beta and see how it goes.

_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
- Mod Maintainer (past) for ATG's WAW mod
- Mod Maintainer (past) for ATG's GPW mod
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester WITE2
-Alpha Tester Wif
-Beta Tester Command

(in reply to explorer2)
Post #: 52
RE: WaW Revised Status & Version History - 4/13/2011 11:05:09 AM   
guanfangfang

 

Posts: 3
Joined: 4/13/2011
Status: offline
So I repeat noma it is stinking boring because hardly a sow is on ... And for a few days I heard nothing more are from Morti (hey still there ???)...
Yes, read manga so great but if you go to a forum and there is none then it is boring ...

_____________________________


(in reply to explorer2)
Post #: 53
RE: WaW Revised Status & Version History - 5/28/2011 2:36:55 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
Okay, got a problem....not sure about cause. (version U4)

Playing Axis against AI. Have reinforced Tripoli by 100 Rifles (combined I and II). Have fighters, dive bombers and Coastal Guns.
Twice now the AI has invaded there and taken it (in two different games). The results show they invaded with 10 Rifles and Coastal Guns and one tank. THEY WIN?? worse yet my lost is not documented as to what I lost (area is BLANK). No bombardment by navy just suddenly appear and take Tripoli. I have MALTA with air units fighters and dive bombers and sea scout. The ALLIED units just appear in Tripoli already reinforced with NO NAVY units ever in view. (also have sea scout, fighters and garrison on big island west of Italian island of Sicily-spelling). This invasion ALWAYS occurs in the Western Allied portion of the turn after I capture Alexandria (with the Italian fleet just off Alexandria).

< Message edited by LJBurstyn -- 5/28/2011 2:41:53 PM >

(in reply to guanfangfang)
Post #: 54
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: WaW Revised Status & Version History Page: <<   < prev  1 [2]
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

3.625