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RE: Fall Weiss II Western Theater 2.0

 
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RE: Fall Weiss II Western Theater 2.0 - 7/13/2019 3:24:25 AM   
dhucul2011

 

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Germany in 1945 had advanced aircraft 4, heavy tanks 4 and ground support 3 even though there was always a chit in those categories. This could be sped up somewhat.

Axis had the Middle East, North Africa, Leningrad, Stalingrad and Moscow and Turkey still joined the Allies. Some tinkering needed here. Maybe move them away more for those places?

The Allies failed at D-Days in 1943 and 1944 and then invaded Iberia in 1945. Very unexpected but nice!


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RE: Fall Weiss II Western Theater 2.0 - 7/14/2019 1:36:47 AM   
crispy131313


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Here is where I am currently for 3.0 based on some feedback and also re-thinking a few items. I already posted about some of these changes, new additions are in bold. I think I have this where I want it to be, anyone up for a game?

With a target game end date somewhere in 1945 I've increased research speed. With USSR beginning with Infantry Weapons I and Advance Tanks I, I've added a new MPP penalty through 1939 which should make it difficult to research both of these quickly, especially as I've decided to removed Spying and Intelligence (which would probably just be sold) and I have just given the Soviets Anti-Tank I instead of the chit (USSR is actually ahead in something now!). I've also made Anti-Tank units double strike for all sides, so if re-searched this could actually strike fear into spearheading Tank units, I think I am going to really enjoy this change. The Anti-Tank still do not demoralize or reduce entrenchment, they are for killing tanks.

1. New German National Morale Bonus upon entering war with USSR
2. New USSR Morale Penalty upon entering war with Germany
3. New USSR Morale Bonus for holding Moscow at end of 41' and 42'
4. New USSR Morale Bonus for holding Stalingrad at end of 41' and 42'
5. New German Morale Penalty for not capturing Moscow at the end of 41'
6. New USSR Morale Penalty for the loss of Odessa
7. New USSR Morale Penalty for the loss of Minsk
8. New USSR Morale Penalty for the loss of Sevastopol
9. New USSR Morale Penalty for the loss of Kharkov
10. Amended German Morale Penalty for not capturing Stalingrad at end of 42', and increased the penalty and spread it over multiple turns
11. Amended Italian Morale Penalty for not capturing Stalingrad at end of 42', to slightly early date and amended popup text
12. Amended USSR National Morale Bonus for News of Allied Landings In France to no longer require USSR to hold any specific objective, and decreased the bonus by about 20%
12. Amended USSR National Morale Bonus for News of Allied Landings In France to no longer require USSR to hold any specific objective
12. Amended USSR National Morale Bonus for News of Liberation of France to no longer require USSR to hold any specific objective, and decreased the bonus by about 20%
12. Amended USSR National Morale Bonus for USSR surviving into 1943 to no longer require USSR to hold any specific objective, and increased the bonus and spread it over multiple turns
13. Amended UK (AI) bonus units in Egypt
14. Added an Italian Infantry Division at Benghazi
15. USSR will begin with an Armoured Warfare Chit
16. USSR will begin with a spying & intelligence chit (Cancelled)
17. Amended Soviet AI research scripts
18. Implemented a 5-5-5-5-4 research system (was 5-4-4-3-3) Amended
19. Reduced USSR starting MPP to 0
20. Dutch and Belgium forces to begin with 2 entrenchment
21. Finland will receive 50 MPP the turn before the join the war
22. New USSR decision event for Strategic Reserves
23. New USSR decision event to strengthen Strategic Reserves
24. Reduced UK Diplomatic chits back to 5 (was changed in 2.0)
25. Reduced German Diplomatic chits back to 5 (was changed in 2.0)
26. Reduced maximum German Diplomacy in Spain back to 3 (was changed in 2.0)
27. USSR begins with Anti-Tank I
28. Anti-Tank units are now double strike
29. If Spain switches sides some Pro-Axis elements of the Spanish Army will re-organize in Germany
30. German Rail Gun limit increased back to 1, however is only production available Feb 1, 1942 (after Gustav is deployed)
31. If heavily Allied leaning (70%), Turkey will display some resistance to Allied diplomacy if Stalingrad is captured and Egypt is surrendered, until Egypt is liberated
32. USSR recovery from the great purge (represented by MPP penalty) will extend through all of 1939, with a sliding penalty of 30 MPP reducing to 0 MPP gradually over 6 turns.

33. All German Infantry Forces (except garrisons) along the Polish border now begin with Infantry Weapons I


< Message edited by crispy131313 -- 7/14/2019 6:40:02 PM >


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RE: Fall Weiss II Western Theater 2.0 - 7/14/2019 6:40:40 PM   
crispy131313


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Here is the link for version 3.2
https://www.dropbox.com/s/hsez335ejdkf060/FWII%203.2.zip?dl=0

Enjoy!

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RE: Fall Weiss II Western Theater 2.0 - 7/14/2019 8:06:53 PM   
ArmouredLion


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Just want to say thanks for all the hard work... installed and posted my first challenge with your mod as well as giving it a go against Skynet...

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RE: Fall Weiss II Western Theater 2.0 - 7/15/2019 12:31:20 AM   
Taxman66


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FYI, the Axis warning not to invest in Turkish Diplomacy shows up while playing the Allies. Is that intended?

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RE: Fall Weiss II Western Theater 2.0 - 7/15/2019 12:52:39 AM   
crispy131313


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it was not intended, was suppose to be a private advice. I’ll fix it for sure next version.

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RE: Fall Weiss II Western Theater 2.0 - 7/15/2019 1:36:17 AM   
crispy131313


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I'm not sure why it shows up? I just checked it's set to private

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RE: Fall Weiss II Western Theater 2.0 - 7/15/2019 12:12:03 PM   
Taxman66


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Not sure if it matters or not, but the immediate previous game ran on the program was FW v20 as Axis (though I had gotten into mid 1940 and the pop up gad already displayed). I deleted the save files after removing v20 and installing v32.

< Message edited by Taxman66 -- 7/15/2019 12:13:34 PM >


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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 4:22:40 PM   
gdpsnake1979

 

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Do you have to create an account on dropbox to download? I can't find any option to select or download the file.

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 4:53:21 PM   
crispy131313


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I don't think you need an account, when you open the link don't click the file, there is rather a download button in the top right of the website.

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 5:52:16 PM   
Taxman66


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Crispy, is/has FW impacted by the (inadvertent) increase in the number of days per spring/fall/winter turns, and thus the fewer turns per year bug that was introduced into v1.16?

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 6:04:54 PM   
dhucul2011

 

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Hi Crispy, thanks for all of your hard work.

Some comments on the new build:

1. The Russians are too powerful too early now. They easily have IW 2, AA 1 and Mobility 1 by end of 1941. I'm stalled at Smolensk, Dnep and Tallin. There also seems to be ALOT more units for them. Are the strategic reserves/Siberian transfers too much? I'd remove the chit in IW at start.
2. I also think that while the additional NM scripts are great, the initial drop should be more severe. It should be(and was) more of a shock than it is. It would make 1941 Axis gains more historical. I'd suggest an initial drop of 25%. The later increases in late 1942 could then be upped.
3. A comment maybe for more of the vanilla game but I've always thought that the Russian mobilization increases for German garrisons in Poland should be reduced. It provides too many MPPs for the Russians before Barbarossa and is really ahistorical as Stalin really had no idea that the Germans were massing in Poland. (Or chose to ignore the indications) I would actually argue for maybe no more than 1-2% per turn when having more than 18 units near Warsaw.
4. Still too many free UK units in Egypt. Two full tank corps in 1941? I have taken Malta and Crete and committed the DAK and entire Italian force pool to Egypt and still cannot push to El Alamein.

Thanks and I'll keep commenting on what I see.

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 7:11:52 PM   
crispy131313


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Hi David,

When playing against the AI, I have purposely made it difficult. Myself, I have never lost a match to the AI and I have achieved historical or near historical results on Barbarossa in each game I have played, and usually manage to capture each of Moscow, Stalingrad and Leningrad by end of 42' or spring of 43'. Considering it's my mod I'm sure I am advantaged in that aspect, however I consider it a success if the AI actually can win, and then have to play the game again and re-visit strategy on how to win the next time. I have not played a full version of 3.2 yet, but if I lose I would be very excited as it has not been since the days of Strategic Command II that I had felt the AI truly offered myself that challenging feeling.

On the specifics mentioned above, if you have captured Smolensk you may have triggered 1/2 of the strategic reserves, the other will require you be closer to Rostov, and only a few of these units are actually combat-able. The AI gets other units but mostly not until the end of 41', you really need to push as far as possible in the time span leading up to that. I have my own strategy but I would think it's fun finding out how you could do it too.

I don't intend to make any changes to USSR mobilization from Warsaw, a theme of the game is USSR matters, in Vanilla it is plausible to delay war with USSR, in the mod not so much, 41' is your window of opportunity, especially against the AI.

The AI only receives a total of 4 additional units in Egypt throughout the entirety of the campaign, a HQ, Tank, Strategic Bomber and an Infantry Corps,and they are staggered. Any other bonus units are not a bonus at all, and rather the UK is reinforcing this region through transport. In version 3.2 you have a double strike anti-tank unit, a likely better tech Tank Corps and Tactical Bomber in the DAK, you should be able to push the British back, if they have driven you out of Tobruk and Benghazi prior to the DAK arrival.

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 8:05:24 PM   
crispy131313


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Hi David,

Just for a bit of insight;

1. When did you launch Barbarossa?
2. Were you able to march at all into Egypt as Italy?
3. How much if any ground did you lost prior to DAK arrival in Egypt?

Thanks!

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 9:17:31 PM   
dhucul2011

 

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I play on veteran so maybe I'll try standard.

Barbarossa was July 1941.

Italy took Sidi Barrani in 1940 and then retreated.

I had retreated to Tobruk.

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 10:52:24 PM   
gdpsnake1979

 

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Crispy,

I clicked on just the download button which seems to highlight when I cursor over it but nothing happens. Are you sure you don't have to sign up to get a download?

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 11:00:32 PM   
crispy131313


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Well to be fair those are historical results of the Italian advance they were halted between Sidi Barrani and Mersa Matruh, and never approached El Alamein until the DAK arrived. In my most recent match the Allied AI took both Tobruk and Benghazi until the DAK drove them back into Egypt, so you did better then I.


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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 11:02:21 PM   
crispy131313


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quote:

ORIGINAL: gdpsnake1979

Crispy,

I clicked on just the download button which seems to highlight when I cursor over it but nothing happens. Are you sure you don't have to sign up to get a download?


I just googled it I think you do need to sign up. Sorry! But it’s free I think.

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RE: Fall Weiss II Western Theater 2.0 - 7/17/2019 11:34:32 PM   
Taxman66


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I got it without signing up. Using Win7 & Firefox.
Click on the Download button in upper right gives dropdown box with 2 choices and I choose Direct Download.

Attempting to do it with IE (again Win7) doesn't work however (I get a flash of the dropdown box but it doesn't establish itself to pick.

< Message edited by Taxman66 -- 7/18/2019 1:40:45 AM >


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RE: Fall Weiss II Western Theater 2.0 - 7/18/2019 1:47:50 PM   
gdpsnake1979

 

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So here's the deal: Based on Taxman66's response (thank you), I have found that using Internet Explorer will not work with dropbox and will not provide a drop down menu selection when you click on download. So I used Edge (which Microsoft is basically forcing everyone to go to because they no longer support Internet Explorer) and you do get the drop down menu and can direct download the update.

Now is the update is any good?..LOL! I'm sure it will be because this Mod always has been the best!

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RE: Fall Weiss II Western Theater 2.0 - 7/18/2019 3:47:09 PM   
Taxman66


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I suspect it will need another revision once the corrections are made in the next official update.

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RE: Fall Weiss II Western Theater 2.0 - 7/18/2019 6:39:02 PM   
crispy131313


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Yes the next patch will mean I’ll probaly have to update. I think it will be just tinkering with balance, any input on if the AI is too hard/easy or some unbalanced play in PBEM especially on the Eastern Front would be welcome.

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RE: Fall Weiss II Western Theater 2.0 - 7/19/2019 11:50:22 PM   
dhucul2011

 

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Late 1942 and I have Leningrad, Odessa, Kiev, Minsk, Dnep and Moscow and Soviet morale is still 84%.

Needs some adjustments still IMO.

They have a wall of tech'd up IW3 units two deep along much of Southern front. Kinda crazy.

I really think that to have truly "dynamic" morale for the USSR they need a bigger drop up front and upon the capture of Leningrad and Moscow and then a strong increase over the course of 1943.

Keep up the good work.


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RE: Fall Weiss II Western Theater 2.0 - 7/23/2019 4:22:10 AM   
crispy131313


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Hi David,

I finally got far enough into a 3.2 solo match where I can see where the USSR stands at the end of 41'. I've also compared historical results in this picture, and they are pretty close. At this point in the war I think USSR needs to recover morale, they had dropped to 77% at the end of 41' and now are at 92%, well behind a normally very high Germany, it is the gap between Germany who is usually around 110%-115% at this time that I want to use as a benchmark, not where USSR is on a scale of 100 but how much of a gap they are behind Germany. USSR won't significantly have a chance to bump morale again until late 42', so they will still be well behind in 42 and bleeding'.

For comparative sake I'll note that Poland fell in 2 turns, Paris occupied in June 40' (invaded Low Countries last turn in April) and I was able to defeat the British in Egypt, so it has been a pretty efficient game thus far, without much hiccups. I launched Barbarossa final turn of May 41'.





Attachment (1)

< Message edited by crispy131313 -- 7/23/2019 4:24:09 AM >


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RE: Fall Weiss II Western Theater 2.0 - 7/23/2019 4:35:21 AM   
crispy131313


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I also found a bad script.. when USSR joins the war there are some initial NM scripts for both Germany and USSR that should fire, but I accidentally set Lwow to be in Allied hands so this usually doesn't occur at turn end, so might fire later in the game! Will fix soon, in solo matches this can be checked off in the scripts (options) under NM (#1 USSR Fears War with Germany, and #2 German Propoganda Ensures A swift Victory in the East)

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RE: Fall Weiss II Western Theater 2.0 - 7/24/2019 2:50:37 PM   
crispy131313


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Upcoming changes for version 3.3

If there are any known errors please let me know, as I will likely upload before end of the week.

- USSR begins with Anti-Tank I
- Removed USSR Anti-Tank Chit
- Tank Divisions will have 10% Demoralization attack value (increased from 0%)
- Fixed German and Soviet NM bonus/penalty upon beginning of Barbarossa
- Amended Anti-Tank base soft/hard attack value to 1.5 (from 1)
- Amended Anti-Tank soft/hard attack value increments from Anti-Tank Research from 1 per level to 0.5 per level
- Increased USA mobilization from Pearl Harbor from 15-20% to 25%-30%
- Added British Empire Reinforcements in Canada upon successful Sealion (Axis control Southern Britain)
- Added scripts for the British Empire Reinforcements to support US attempt to liberate UK
- New UK Decision Event for Operation Sledgehammer or Operation Overlord (will only fire if conditions are met early 43')
- Some amendments to NM events on the Eastern Front around the end of 41'
- Added popup for Sweden (leans to Axis) after receiving military aircraft from Italy
- Fixed Vichy France Joins Axis text
- Variable Decision Event for Vichy France to join the Axis will only occur if UK does not recognize Vichy France
- Removed German chit in Advanced Tanks
- Reduced German Garrisons build limits by 2
- Reduced German Infantry Corps build limits by 1
- Reduced German Infantry Division build limits by 4
- Increased German Infantry Army build limits by 1
- UK will no longer have the opportunity to send Lease Lease to UK if the Turkish Straits were occupied by USSR
- New German Morale penalty to occur once the Allies have established themselves in France, prior to taking Paris
- New German Decision Event to prepare for Soviet winter 42'
- If Moscow is occupied the USSR will transfer additional forces from Siberia




< Message edited by crispy131313 -- 7/29/2019 3:04:24 AM >


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RE: Fall Weiss II Western Theater 2.0 - 7/29/2019 4:13:12 PM   
gdpsnake1979

 

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Crispy,

Not sure if this is a result of your modding or the basic game but here are a few discrepancies I experienced in a recent play through as the allies versus the AI using your latest Fall Weiss 2 West theater 2.0 following an Axis versus AI game. Here is what I witnessed:

1). Allied game: The AI used diplomacy on Greece. When the percentage went to 8% Axis, Greece joined the Axis. This is not the first time. Greece turned in an earlier game at 3%. It seems as soon as Greece goes positive at all to the Axis side it flips and joins the axis. Seems unreasonable but must be a DE in the game. I think the value should be much higher as it's hard to believe Greece would join the Axis when even Bulgaria is not Axis and there is no immediate threat.

2). Allied game: While not crippling, the flipping of Greece always makes Yugoslavia join the Axis in the next turn with the "Yugoslavia is surrounded by axis countries and thus joins the Axis." The problem is that it flips whether it's surrounded or not. In the last case, Bulgaria (which borders Yugoslavia) was Soviet leaning by almost 50% and was certainly not in the axis camp but Yugoslavia flipped anyway. While one could make a case for a Serbian or a Croatian state breaking away from Yugoslavia as an independent nation, I don't believe all of Yugoslavia would flip. I think a "break up" of the Yugoslavian state into it's WW1 factions would be much more likely (Montenegro, Macedonia, Serbia, 'croatia') with some land going to Albania. A state of Croatia would form as an Axis satellite but a Serbia, Montenegro and Macedonia would remain neutral/ pro allied. Greece would get some land as well as Albania.

3). Axis game: The AI will move regular transports (NOT amphibious transports) into a Port with less than 5 supply and unload in the same move. This is not possible for a player who has to wait until the following turn to unload. I saw this when I had troops next to Bengazi with port supply 1. The allies had Bengazi, I was just adjacent ready to 'obtain' it the next turn. I saw the transports move to the port (since I was adjacent), the units in Bengazi move one hex out, and the transports unload into the city hex.

4). Axis game: The Soviets had obtained infantry advancement 3 in January 1942. I tried to duplicate this in my next Allied player versus AI game. Even if I went straight for that improvement ignoring all else, it was impossible as a player to even get to level 2 by mid 42. I realize breakthroughs could modify the rate to obtain but that would require investment in Spying which was only 1 at the end of the Allied AI game for the Soviets. Realistically, this achievement ought not be possible until 44 at the earliest. It's akin to German jets in 42. I think a review of research is in order.

5). Axis game: No kidding, Malta hindered Axis supply TWICE EVERY TURN for the duration. Unbelievable. As the Allied versus the Axis AI in my next game, the Malta event probably fired ONCE every 3-4 turns. The same happened with the Crete event. Crete hindered supply EVERY TURN when I was an allied player and only fired twice at all while I was an Axis player.

6). The USA was all over Kuwait in 1941 before the USA was even at war. Seems the AI transported all the USA units to the Persian Gulf pre war and landed in Kuwait. That is strange since USA units can't even land in Britain prior to war entry.

7). Greek partisans kept attacking supply even after the Allies liberated the country.

Again, not sure how much of this is related to your mod or the vanilla game. Either way, perhaps you can address some of this in your next Mod update. Thank you for listening and providing such an improved version of the game to play.

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RE: Fall Weiss II Western Theater 2.0 - 7/29/2019 7:09:47 PM   
crispy131313


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quote:

1). Allied game: The AI used diplomacy on Greece. When the percentage went to 8% Axis, Greece joined the Axis. This is not the first time. Greece turned in an earlier game at 3%. It seems as soon as Greece goes positive at all to the Axis side it flips and joins the axis. Seems unreasonable but must be a DE in the game. I think the value should be much higher as it's hard to believe Greece would join the Axis when even Bulgaria is not Axis and there is no immediate threat.


There is indeed a window of opportunity via Decision event for Greece to join the Axis in the fall of 1940 if they are Axis leaning. The UK has the opportunity on the opening turn to sway Greece 25-30% towards the Allies however, and with Italian diplomacy in Greece blocked German diplomacy in Greece can be entirely negated. This is a "what if" situation, and provides the German an alternative to Spain in the early diplomacy game. Given that the Allies will essentially have to fully ignore Germany's unimpeded efforts to sway Greece for a full year for this to happen I am OK with leaving as is.

quote:

2). Allied game: While not crippling, the flipping of Greece always makes Yugoslavia join the Axis in the next turn with the "Yugoslavia is surrounded by axis countries and thus joins the Axis." The problem is that it flips whether it's surrounded or not. In the last case, Bulgaria (which borders Yugoslavia) was Soviet leaning by almost 50% and was certainly not in the axis camp but Yugoslavia flipped anyway. While one could make a case for a Serbian or a Croatian state breaking away from Yugoslavia as an independent nation, I don't believe all of Yugoslavia would flip. I think a "break up" of the Yugoslavian state into it's WW1 factions would be much more likely (Montenegro, Macedonia, Serbia, 'croatia') with some land going to Albania. A state of Croatia would form as an Axis satellite but a Serbia, Montenegro and Macedonia would remain neutral/ pro allied. Greece would get some land as well as Albania.
Yugoslavia signed the Tripartite Pact on March 25, 1941 and yes there was the coup immediately after on March 27, but this was also at a time while Greece was counterattacking successfully against the Italians along the Albanian border. If Greece was also Axis and essentially the country surrounded by the Axis, I think it is up to debate if the coup would have happened.

quote:

3). Axis game: The AI will move regular transports (NOT amphibious transports) into a Port with less than 5 supply and unload in the same move. This is not possible for a player who has to wait until the following turn to unload. I saw this when I had troops next to Bengazi with port supply 1. The allies had Bengazi, I was just adjacent ready to 'obtain' it the next turn. I saw the transports move to the port (since I was adjacent), the units in Bengazi move one hex out, and the transports unload into the city hex.
This must be a feature of the game and not my mod, not much I can say on this.

quote:

4). Axis game: The Soviets had obtained infantry advancement 3 in January 1942. I tried to duplicate this in my next Allied player versus AI game. Even if I went straight for that improvement ignoring all else, it was impossible as a player to even get to level 2 by mid 42. I realize breakthroughs could modify the rate to obtain but that would require investment in Spying which was only 1 at the end of the Allied AI game for the Soviets. Realistically, this achievement ought not be possible until 44 at the earliest. It's akin to German jets in 42. I think a review of research is in order.
I don't think having AI Soviet troops on par with Germany is game breaking, at this point the Axis have already conquered all of the easy territory, are likely still ahead on Tank/Air and have a sizable national morale bonus, which still makes their troops more effective. However Research was amended in 3.0 significantly, as I had identified some bugs with research in 2.0 which was definitely slowing down player research.

quote:

5). Axis game: No kidding, Malta hindered Axis supply TWICE EVERY TURN for the duration. Unbelievable. As the Allied versus the Axis AI in my next game, the Malta event probably fired ONCE every 3-4 turns. The same happened with the Crete event. Crete hindered supply EVERY TURN when I was an allied player and only fired twice at all while I was an Axis player.
This has to be extremely bad luck, I checked the scripts they are only set to 15% and 20% respectively and they are the same regardless of PBEM or either AI side.

quote:

6). The USA was all over Kuwait in 1941 before the USA was even at war. Seems the AI transported all the USA units to the Persian Gulf pre war and landed in Kuwait. That is strange since USA units can't even land in Britain prior to war entry.
No these are scripted units (AI only) to support the Middle East if Egypt falls, my guess is that you took Egypt prior to US war entry and these units arrived the same turn as they joined the war which made it appear that they must have transported prior to war entry.

quote:

7). Greek partisans kept attacking supply even after the Allies liberated the country.
I will see if I can fix this.

Thank you for the feedback. Were both matches a Decisive Victory?

_____________________________


(in reply to gdpsnake1979)
Post #: 628
RE: Fall Weiss II Western Theater 2.0 - 7/30/2019 8:01:30 PM   
gdpsnake1979

 

Posts: 127
Joined: 4/2/2009
Status: offline
My response:

1). The facts are clear about Greece. It was run by the Metaxis Govt which maintained a heavy pro-Allied leaning especially with Great Britain. While they strove for Neutrality, their chief foe was Italy and Musolini's desire for conquests on par with his German ally. This caused the Greco-Italian war to start on 28 Oct 1940 when Italy attacked from Albania which he took in April of 39 (Mussolini expected Bulgaria to join and it was their neutrality that allowed the bulk of Greek forces to be diverted against the Italians.) From the history of the politics, there is no way that a 'slight' axis leaning would ever have brought Greece into the Axis camp. In fact, Greek units continued to fight for the British under the Greek Government in exile in the Middle East after Greece surrendered.
It's also clear that Hitler didn't want to get involved in the Balkans at all but was forced into it when the Italian forces were pushed back well into Albania thanks to determined combat actions by Greek forces. A British expeditionary force was sent to Greece as well. Hitler had to bail Mussolini out and it began April 6 1941 in conjunction with Yugoslavia.

2). Speaking to Yugoslavia, yes, they signed the pact or more correctly, the Prime Minister signed the pact on March 25, 1941 against the will of the people and the Govt who saw several immediate resignations as a result. In fact, two days later the people and the Air Force staged a coup and overthrew the government. This created great concern in the German High Command who were already laying plans for the invasion of Greece and decided to add Yugoslavia in the plans as well.
Prior to this time, the Govt of Stojadinovik had tried to maintain neutrality by signing a treaty of friendship with France and a non-aggression treaty with Italy. The problem with Yugoslavia, as I mentioned in my early post, was internal. Croatia wanted an independent state allied with the Axis while the rest, mainly Serbia, wanted to back the Allies. Eventually the problems caused the regent, Prince Paul, to 'fire' Stojadinovik and put in Cvetkovic who made a deal with the Croatians to establish their own 'country within a country.' But this backfired with the people and made matters worse seeing rise to a third group, the communist party of Yugoslavia, which wanted alignment with the Soviets.
The fall of France in May 1940 badly weakened the pro-allied side so Prince Paul was forced to pander to the Axis to stop the communists. That worked for a year because Hitler didn't want to get involved with the Balkans and probably would have worked for the duration until Mussolini stepped into Greece. Yugoslavia tried secret negotiations with the Allies and the Soviets but were geographically isolated from them. They tried to minimize concessions to the Axis but the Greco-Italian war really forced the eventual signing of the Tripartite pact. Which of course, was overthrown two days later. The rest is history.
Based on this, Yugoslavia was never going to be successful in fully joining either side and probably would have maintained neutrality if not for the Greko-Italian war. They just sort of fell into invasion. So I submit that diplomacy would never swing Yugoslavia either way. Successful Allied diplomacy just keeps it neutral while successful Axis diplomacy would cause a partition of Yugoslavia creating Croatia and the satellite states loosely lumped together as Serbia that stays neutral unless Greece comes into the conflict whereupon "Serbia" declares for the Allies.

3). This goes back to Hubert..LOL!

4). I wholly disagree that Soviet troops would be any where near parity with German troops that early on at any level. For the Soviets to get Infantry 3 before Germany gets even 2 is ridiculous and the research needs to be set back with the Soviets at Infantry level 0 at the start without investment. The DE that improves morale is good but there weren't even enough rifles for half the troops at Stalingrad so research giving them parity or superiority is not believable until late 43 or 44. And you could make a case that wouldn't even happen without the Lend Lease program so if a player shut down the convoys to 0, then that should cause a DE preventing Research breakthroughs for the Soviets. A nice reason for players to keep the supplies flowing, I'd say.

5). I'm not convinced of bad luck. The laws of probability don't allow that kind of luck. There must be something in the AI programming because weather is bizzare too. As an Axis player, I get bad weather in Oct until next April but in multiple games, an AI Axis gets clear weather all year round on their half turn rarely seeing any A\C grounding. Also AI always gets Far east reinforcements in Dec, as a player I rarely see them until April or May. Seems the AI does better with the Soviet winter too, often it doesn't even fire off until late Jan and the results are 'nicer'. I actually played one game where the weather was clear for the Axis AI from May 41 to May of 42 with terrible weather on every player turn. I've played dozens of games both ways with many mods, there is a bias somehow creeping into it.

6). Yes I believe the Italians took Egypt but I also saw several transports from the USA enroute to the Persian Gulf so clearly the AI was responding to something. And if the purpose of the scripted units is to help Egypt beyond the already extra tanks, why do they go to Kuwait when Iraq isn't even in the picture? Why not appear as an effort to retake Cairo or more importantly for the USA, the Suez canal? And such a move should be a DE that moves Turkey even further Axis. A player has to evaluate the loss of Egypt without US help versus saving Egypt with the help but seeing Turkey go Axis.

7). Cool.

Yes, both matches were decisive but I did play on intermediate. Doesn't mean that the scripts to aid the AI are not over the top. They basically just churn out dozens of free units not available to a player. I would rather see 'help' come in a different form.

(in reply to crispy131313)
Post #: 629
RE: Fall Weiss II Western Theater 2.0 - 7/31/2019 12:20:18 AM   
dhucul2011

 

Posts: 564
Joined: 9/12/2007
Status: offline
I think that #4 above goes back to the problem of using Infantry Weapons as an "evening out" mechanic.

There is the problem stated by gdpsnake above but also that it looks odd to many new players to the MOD that the USSR seems to be able to get more advanced infantry weapons than anyone else. Infantry Weapons represents advanced weaponry, not training.

I would use morale and Infantry Warfare as the main evening out tools.

1. Reset the USSR (and Italy) back to have the same starting stats for attack and defense on their infantry units and max out the USSR at Infantry Weapons 2 just like everyone else.
2. Use national morale scripts and strength scripts to reduce Italian and USSR morale heavily upon war. "The USSR is Shocked at the German Invasion" and "The Italian Populace Fears War with the Allies" I would suggest a drop of 25% for both of them upon entry to the war. This will reduce unit effectiveness overall for the early years until other national morale scripts can increase morale in 1942 and beyond when certain objectives are kept.
3. Increase the cost for the USSR and Italy to buy chits in Command and Control and Infantry Warfare. This would represent their poor training and command at outset.

I think that this system would better model the poor state of Italian and Soviet infantry upon entry.

Just some thoughts to try and keep this MOD the best one out there.




(in reply to gdpsnake1979)
Post #: 630
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