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RE: Strategic Command WWI Beta AAR - 11/27/2019 7:38:47 AM   
HvS


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Dear LochLomond,

an entrenched unit receives a defense bonus, i.e. Soft Defense, Hard Defense and Artillery Defense +2.
As long as a unit is entrenched, it reseceives this bonus.
And attack with Heavy Artillery de-entrenches the defending unit as long as the Heavy Artillery is equipped with tech level 1 or higher.
Infantry attacks also de-entrech.

Without any tech levels in Trench Warfare, a unit can entrench, but it will only reach Entrenchment 1.
This means after one attack, the entrechment and the corresponding bonuses are gone, and the next attack will cause higher losses.
The max. entrechment increases with each researched levels of TW.
Level 1 researched means a max. entrechment of 2, and Level 5 means 6.
Attacking an entrenched unit means high losses for the attacker and low losses for the defender.

So when infantry attacks an entrenched unit with Entrenchment 2, it takes two attacks until the entrechment is gone, and these attacks cause high losses for the attacker.


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RE: Strategic Command WWI Beta AAR - 11/27/2019 9:08:46 AM   
Cfant

 

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But entrench level 6 still only gives a +2?

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RE: Strategic Command WWI Beta AAR - 11/27/2019 9:26:26 AM   
Kardinalinfant81

 

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And does the direction of the trenches still play a role as it was in the former WW1 game or doesn't it matter?

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RE: Strategic Command WWI Beta AAR - 11/27/2019 10:28:03 AM   
HvS


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Dear Cfant,

the level of Trench Warfare does not change the bonus.
But having entrenchment 6 means it needs 6 attacks until the bonus is removed.

Dear Kardinalinfant,

the facing plays a role.
If there is an attack from a direction where no trenches are, the bonus does not apply.


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RE: Strategic Command WWI Beta AAR - 11/27/2019 10:53:54 AM   
HvS


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Turn 19

27.03.1915



Italian war readiness is above 70%.
This means Italy will declare war on AH in Turn 22 most probably.
I need to be prepared.



Both Heavy Artillery unit will be used to advance on the western Front.
One will be ready for action in Turn 21, the other one needs to be upgraded and refreshed.
I need both to capture Verdun.

I have thought about this issue quite long.. strengthen the west or advance in the east?
But I have problems to hold the line in Galicia, and need to divert some German units down there to help AH.
This means I have not enough ground units in East Prussia to advance.
So the Heavy Artillery goes to the west.



The corps will go to Galicia, the Heavy Artillery to Serbia.
I need to bring Bulgaria into the war as soon as possible.



My own losses were relatively low.
In Turn 21 I will start an attack on the French positions in the east of Verdun.



Without artillery, I cannot advance.
So I need to focus on attrition.



I will try to widen the gap during the next turns.
This will force the AI to operate a few units to Poland, and this will take pressure from Galicia.



I will use some of the victorious German units to cover positions the AH units held previously.
The German HQs are much better than the Austrian, and the NM is higher.



Italian attacks will focus on Trento and Klagenfurt.
This is the best I can do at the moment.



Every destroyed unit helps to bring the Bulgarians into the war.



In Eastern Turkey, it is very important to find the right positions.
Some mountain hexes deliver an additional level of entrenchment, and this helps a lot.



I will try to neutralize the British detachment.
This will not be an easy task.



I prefer to have as many subs as possible against the Royal Navy.



NM is vitals, so I do everything to keep it up.



Germany buys two chits in Submarine Warfare.
Which level to equipped in 1916, I will have a better chance against the Royal Navy.



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RE: Strategic Command WWI Beta AAR - 11/27/2019 10:58:19 AM   
Kardinalinfant81

 

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OK thanks, that means, that the entrenchment system was completely revised and changed, compared to breakthrough. On the first sight the new system sounds good!

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RE: Strategic Command WWI Beta AAR - 11/27/2019 11:16:27 AM   
HvS


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Turn 20

10.04.1915



As expected, Entente forces launch multiple attacks against my well entrenched positions.
Losses on both sides are high, and most of my units are de-entrenched.
If the second wave is as intense as the first, I might loose a couple of units.
But I will start my own attack in the east of Verdun.
This will distract the AI.

In East Prussia and Poland, enemy forces entrench and refresh.
The AI concentrates on the point where my forces are weak: Galicia.



AH forces loose 22 strength points.
My income per turn is not enough to buy back and refresh all units.
AH definitely needs German help now.

Serbia and Turky are quiet as well.
During the Beta test I have seen it quite often that the AI was calm for turn and then start a major attack in the next turn.

I wonder were it will strike in Turn 22.


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RE: Strategic Command WWI Beta AAR - 11/27/2019 12:55:46 PM   
Cfant

 

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Is it better to strengthen the artillery to 10? Does it impact its firepower? And what benefit do elite-units have?

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RE: Strategic Command WWI Beta AAR - 11/27/2019 2:04:29 PM   
The Land

 

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quote:

ORIGINAL: Cfant

And what benefit do elite-units have?


"Elite reinforcements", per the ww2 games in the series, can have higher strength - if you have one dot of experience you can buy an extra Strength point - potentially higher readiness (thus more damage), as well as the fact you can lose 1 more Strenght before being worried about reinforcing/retreating....

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RE: Strategic Command WWI Beta AAR - 11/27/2019 2:10:46 PM   
Cfant

 

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Thanks. I thought it to be a new feature

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RE: Strategic Command WWI Beta AAR - 11/27/2019 5:11:54 PM   
HvS


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Turn 21

28.04.1915



No MPPs to buy this unit back.



Italy is at 94% war readiness.
Definitely in the war next turn.



The fighters will help on the Western Front.



This is the first time I used concentrated artillery preparation on the Western Front.
It does not help to destroy the enemy unit.
To hold the conquered position I need to move fresh unit in that has enough Action Points to entrench itself.
This is why these attacks need to be planned very precisely.
It does not helpt to waste the precious ammunition just loose a unit in the counterattack.

And of course I continue the usual attrition.



This also helps to lower the Russian NM.



Now the AI is forced to react.
My target is Syedlets.
Conquering the town means every unit south of is threatened to be encircled.



It might be necessary to retreat behind the Dnjestr.
But this means I would have to give up Lemberg and the oil wells.
Loosing two NM targets is nothing I can afford.

I need to find something to distract the Russians.



It will take another two turns until I can use the Heavy Artillery.
But I need to capture Kragujevac and Uzice as soon as possible to bring the Bulgarians into the war.



In two turns, the Ottoman HQ arrives at its destination: two hexes southeast of Erzurum.
Environmental supply 6 means the HQ will deliver Supply 10, and it will improve the readiness of the attached units.
This will help a lot.



I wonder if there is just one British unit down there.
If this is the case, I can encircle and besiege it to bring its supply to zero.
Would take a while, but it would be a major success.



Germany buys a chit of Spying & Intelligence.
Once this is researched, the speed of my own research will increase and the the speed of the Entente will be lowered.



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RE: Strategic Command WWI Beta AAR - 11/30/2019 8:26:12 AM   
HvS


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Turn 22 (AI)

08.05.1915



The French start another series of attacks.
Also, they move a couple of corps to the eastern part of their frontline.
This is a reaction to my advance in the direction of Toul and Epinal.



I loose another corps, and Czernowitz is threatened.
Loosing the town would be bad, but at least it is no NM target.



I need to refresh a couple of my units, and this costs me a lot of time.
And due to the situation in Galicia, I don't have time.



Obviously the Russians do not have any MPPs left.
This is lucky.. I should be able to sink the BB in my turn.



I did expect the AI to attack Erzurum and did put my best units there.
But the AI decided to attack Trabzon first.
This might be a problem in the long run.



Unless the British do not bring Heavy Artillery down there, the situation is stable.

Italy joins the Entente.



< Message edited by HvS -- 11/30/2019 8:32:48 AM >


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RE: Strategic Command WWI Beta AAR - 11/30/2019 11:56:56 AM   
HvS


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Turn 23

22.05.1915



I hope my advance in Poland will force the AI to send some troops from Galicia and Eastern Turkey up there.
Sooner or later the Russians will conquer something that will hurt the AH NM.



I need to pay attention to Entente diplomacy.
As soon as I can afford it, I will buy one or two chits.



No, I need these 50 MPPs elsewhere.



This corps is barely needed in Galicia.



German forces close in on Verdun.
I think I will start the attack in Turn 27.
If it goes well, it will be a severe blow to the French NM.



The destruction of the Russian cavalry corps makes my frontline shorter.
Also, a couple of units will be free for other tasks.



There are two major holes in the Russian frontlines.
I will to not be able to cut off the Russian units, the AI will not let me.
But I am sure the AI will operate troops into Poland, and this will take pressure from Galicia and Eastern Turkey.
At least this is my plan.



Although I destroyed a Russian corps and shortened my frontline, the situation is critical.
I have seen Heavy Artillery, and if the AI concentrates on the oil wells, I cannot do anything.
The oil wells are a NM target, so it will hit me twice.



I count 8 Itaians corps, AH just has 4.
But I am happy with my position.
My units are entrenched, and the first attacks will cause high losses for the Italians.



I still need to upgrade the Heavy Artillery, otherwise it will not de-entrench.



Sinking the Russian BB bring more than 600 NM-points.
This increased the Ottoman NM from 88% to 91%.
It is very important to be above 90%.
Just a small victory, but it helps a lot.



If these attacks continue, I will loose Erzurum and Trabzon.
I hope the AI will operate units to Poland.



I will try to capture Qurna and then besiege Force D.
This will take a couple of turns, but it will work.
As long as there are no additional units.



This turn was very important.
My income per turn is around 880 MPPs, the AI gets almost 1.200.
I need these victories.



At the end of the turn, Germany and the Ottomans research Trench Warfare 2.
Especially for the Ottomans, the is quite lucky and important.



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RE: Strategic Command WWI Beta AAR - 11/30/2019 12:35:23 PM   
HvS


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Turn 24 (AI)

05.06.1915



I lost 10 strength points, the equivalent of a corps.
But at least I can hold the recently conquered territory in the east of Verdun.



A couple of units arrived from other theaters.
The southern part of the frontline is secured.
I need to advance in the north and force the AI to divert more units.



The Russians used their Heavy Artillery, and the oil wells are gone.
The AH NM drops.
But there is a positive aspect: a Russian unit advanced into the gap and was ambushed by the AH VI corps.
The enemy unit is a strength 3, so I will be able to conduct a counter attack.
But I will not be able to repair the NM damage.



No losses or the AH troops.



The situation around Rize is still critical.



Fortunately, the Ottoman HQ will move to Gaza next turn, and this will improve the supply.
My income per turn is barely high enough to cover the losses.



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RE: Strategic Command WWI Beta AAR - 11/30/2019 2:52:30 PM   
lwarmonger

 

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Why is it important to maintain NM above 90%?

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RE: Strategic Command WWI Beta AAR - 12/1/2019 7:01:05 AM   
HvS


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Dear Iwarmonger,

as soon as the NM falls below certain borders, all units receive a penalty in morale.
These borders are (afaik) 100%/90%/75%/40%.
So if you NM was below 90% and you bring it back above, the corresponding penalty is removed, and the morale of all of your units improves.


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RE: Strategic Command WWI Beta AAR - 12/1/2019 8:11:20 AM   
HvS


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Turn 25

19.06.1915



Fortunately, I will be able to buy this corps back during this turn.



The loss of the oil wells mean the Russian NM increases which is tragic.



In Turn 27, the long prepared attack on Verdun will start.
One Heavy Artillery is fully loaded, the second one partially.



I used my Dreadnoughts to bombard the Russian cavalry in the north of Memel.
Its morale and readiness dropped, and my infantry inflicted 4 points of damage.
Every little bit counts.



Syedlets is almost encircled.
Taking the town will have an impact on Russian supply.



The oil wells are back under AH control.
The Russian artillery is in danger in will move back next turn.
I do not expect major attacks, because the AI will need to reorganize its troops.

This is a classic example of the mechanism of attacks and counterattacks.
High losses on both sides, no change of the frontlines.
To keep the conquered territory, a fresh unit needs to move in that is able to entrench.
In this case the Russian unit was ambushed and got destroyed in the counterattack.
This is why I am so cautious in the west.
I cannot afford to start trading units on a 1:1 basis.. this will make me bankrupt.



I hope it will remain calm as long as possible.
I cannot attack, the usual forecast is 3:0 or similar.



If nothing goes wrong, I can start the attack on Kragujevac next turn.
Bulgaria is at 82% war readiness, to it will not take much longer until they join the CP.



The Ottoman fleet has scouted a British amphib unit.
This is why I have to leave so many units there.



I will move the Ottoman HQ further to the north to improve the supply there.
At the moment, the Trabzon is in danger, and I need to enforce the city.



Amara will have supply 3 in Turn 27.
I will start a siege, and the supply will drop one point each turn.
In turn 33 the supply will be zero, and I will be able to launch an attack.
If the British do not send reinforcements...



All of my units have at least supply 6 now.
This helps a lot.



I am waiting for Indstrial Technology Level 1.. this will improve the situation.
The enemy will get it as well, but it will give me more flexibility.



< Message edited by HvS -- 12/1/2019 8:14:49 AM >


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RE: Strategic Command WWI Beta AAR - 12/1/2019 8:51:52 AM   
HvS


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Turn 26 (AI)

03.07.1915



Entente forces are still trying to establish a closed frontline.
And they are bringing their artillery in position.

In East Prussia and Poland, the AI reorganizes its forces.



It seems I have achieved a tactical victory.
Russian forces reorganize as well.
I am still hoping that more troops are diverted to Poland.



This is a problem.
I need to destroy this unit, or it will be able to conquer Temeschburg.
This delays my attack on Kragujevac.



The Ottoman X Corps takes heavy losses again.
Soone or later I will need to retreat.



I need almost my complete income per turn to repair my damaged units.



< Message edited by HvS -- 12/1/2019 8:52:16 AM >


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RE: Strategic Command WWI Beta AAR - 12/1/2019 9:34:09 AM   
Kardinalinfant81

 

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I don't understand, why you are holding the Positions north east from Rize and two hexes north east from erzerum instead of establishing a closed Frontlinie...?

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RE: Strategic Command WWI Beta AAR - 12/1/2019 12:31:40 PM   
HvS


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Dear Kardinalinfant,

this has to do with the terrain in Eastern Turkey.
Some mountain hexes provide extra entrenchment, others not.
The hex you mentiond is one of these.

In general, due to bad HQs and lower supply, unit values are not as high as in Central Europe.
The Russians can destroy almost any Turkish unit with their mass attacks.
I want to delay the Russian attack as long as I can, so I defend every hex with a mountain pass.
The Russian units swarm around, but their supply is quite low.

I tried a closed defense line further in the west in previous tests, but lost both Trabzon and Erzurum.
And loosing these cities means you loose the Ottomans.


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RE: Strategic Command WWI Beta AAR - 12/1/2019 4:04:56 PM   
stormbringer3

 

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The AI seems to be doing a competent job in your game. What's your opinion of it?
Thanks.

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RE: Strategic Command WWI Beta AAR - 12/1/2019 4:16:44 PM   
HvS


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Turn 27


10.07.1915



If the Entente mount pressure on Portugal, they may do so.. no problem.



I prefer to keep my 75 MPPs.
Having Switzerland among the CP would be nice, but it is a long way to go.
It needs additional diplo chits, and success is not guaranteed.



German recon bombers scouted Verdun and were escorted by fighters.
Minor losses on both sides.
Then the German 3rd Heavy Artillery fired 7 shots and lowered the defender's strength by two points.
Another 4 infantry attacks destroyed the French corps.
The German VII Reserve Corps moves into the fortress.
The max. entrenchment is at 8, so it has entrenchment 4 instantly.

This will be a severe blow to the French NM.
Exactly what I need.



After the destruction of the Russian units, I sent a cavalry corps to East Prussia.
In the next turn, I will scout Schaulen and Kovno.
If the enemy presence is low, I will attack.

Around Grodno, there is a group of enemy units.
This is the reaction of the AI I was looking for, because these units miss on other theaters.



My troops in Poland have seen ongoing action since early spring.
They need a rest and reinforcements.
The 1st Heavy Artillery receives overstrength.
This will be very important in the later stages of the war.
Tech Level 2 strength 13 units are killers.



My frontline is stable, but I have no idea what the Russians have in reserve.
They lost a couple of units, so maybe I am lucky and they need to rebuild their forces.
I have one fresh corps from the building queue to place, and I decide to send it to Serbia.
I need to get Bulgaria in the war.



The Montenegrian unit was destroyed on low supply, and this adds 225 points to the AH NM.
I take every single bit I can get.
Right now there are 5 corps on the Serbian front.
In Turn 29, I will attack Kragujevac.



The Ottoman HQ helps a lot.
In the next turn, I will change it to manual mode and attach the units in the north.
This will bring additional readiness.



Destroying Force D will help to defend Baghdad in 1916.



Germany buys a third chit in Trench Warfare, another chit in Subs and in Spying & Intelligence.
At the end of the turn, Germany researchs Industrial Technology and AH researchs TW2.



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RE: Strategic Command WWI Beta AAR - 12/1/2019 4:23:04 PM   
HvS


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Dear stormbringer3,

an AI will always remain an AI and not a human player.
Until a certain point, after a few games you can predict how it behaves.
But in general it does a very good job, and it still surprises me (see Turn 28).
Its abilities in serial attacks have been massively improved since the last version.
As I started Beta testing, I had to restart the match a couple of times, because the AI defeated me in Turkey.
Altogether I would say, the AI is almost where it should be.


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RE: Strategic Command WWI Beta AAR - 12/1/2019 5:03:27 PM   
HvS


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Turn 28 (AI)

17.07.1915



Both sides have invest a lot of MPPs in the past turn and take a break now.



I need to place a corps in Czernowitz, or my losses will remain high.
Cavalry is not intended for defensive purposes.



I need to switch units, or Trento is gone soon.



The positive effect of the Ottoman HQ is visible.
Russian attack cause less losses.



Here comes a major surprise.
A British detachment (most likely from Cyprus) lands in Tripoli and threatens my rear.
I need to react.. and operate at least two corps from somewhere else.
Although I will destroy the detachment sooner or later, it costs me a lot of MPPs for operating all units.
And it forces me to react, so I don't have the initiative.



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RE: Strategic Command WWI Beta AAR - 12/2/2019 1:37:05 AM   
Sugar

 

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quote:

A British detachment (most likely from Cyprus) lands in Tripoli and threatens my rear.


A well known situation already in the predecessor, I really hoped this would have been adjusted. As you mentioned, to destroy the single detachement - which represents the smallest available unit ingame afaik, allthough its costs are at 40% of an entire corps - you'll need at least 2 unis at min., not to mention the still undefended coastal line. Even if the forcepool would be large enough to buy the necessary detachements to occupy all coastal towns and cities (which it hasn't been), you`d never be able to afford them.

This is completely unrealistic, even the smallest coastal towns should have a kind of garrison, maybe fixed in place.

Next issue is the railway, especially in the region of Adana. Even if the town is occupied by defenders, it's nearly impossible to prevent the disruption of the railway, which leads immediately to reduced supply and production in the entire Middle East, with 5 producing cities and 3 more capitals.

[image][URL=http://www.bild.me][/URL][/image]



< Message edited by Sugar -- 12/2/2019 1:38:29 AM >

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RE: Strategic Command WWI Beta AAR - 12/2/2019 4:31:08 AM   
shri

 

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//Here comes a major surprise.//

This is a humungous disaster. In reality except Gallipoli no such major landings were made and this is not for lack of trying. A human player can even land on the North German or Adriatic coast and do overkill with such small detachments.
Maybe a rule to stop this unless you have 1 HQ and atleast 2 full corps (basically a small scale invasion force) is required. It's totally a-historical.
Maybe mini-detachments of strength 5 or something with high defensive but NIL offensive sitting on all coastal towns of all countries is an alternative solution.

This can potentially break the whole game.

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RE: Strategic Command WWI Beta AAR - 12/2/2019 5:00:53 AM   
eightroomofelixir

 

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This makes me wonder what will happen to the Ottomans when facing a human player. They don't have the naval ability to scout the Mediterranean searching for potential invasion landing troops, and the AH navy can't help them as well.

It seems that, technically, a human player can launch a Gallipoli-size landing anywhere in coastal Anatolia (western and southern coast by British/Italians, northern coast by Russians) and Levant when they found a undefended city on the shoreline using their navy; then the whole Turkey will lost in several turns.

Edit: In another Beta Multiplayer AAR in this forum, the human Entente player (Mithrilotter) had already build a special Russian detachment near Black Sea and going for sneak sea invasion, sailing it towards the crucial Turkey city of Zonguldak, which is undefended due to lack of units. We can observe how this similar strategy will play out soon.

< Message edited by eightroomofelixir -- 12/2/2019 8:06:33 AM >


_____________________________

No conquest without labor.

(in reply to shri)
Post #: 87
RE: Strategic Command WWI Beta AAR - 12/2/2019 5:21:24 AM   
Cfant

 

Posts: 473
Joined: 12/12/2010
Status: offline

quote:

ORIGINAL: Sugar

quote:

A British detachment (most likely from Cyprus) lands in Tripoli and threatens my rear.


A well known situation already in the predecessor, I really hoped this would have been adjusted. As you mentioned, to destroy the single detachement - which represents the smallest available unit ingame afaik, allthough its costs are at 40% of an entire corps - you'll need at least 2 unis at min., not to mention the still undefended coastal line. Even if the forcepool would be large enough to buy the necessary detachements to occupy all coastal towns and cities (which it hasn't been), you`d never be able to afford them.

This is completely unrealistic, even the smallest coastal towns should have a kind of garrison, maybe fixed in place.

Next issue is the railway, especially in the region of Adana. Even if the town is occupied by defenders, it's nearly impossible to prevent the disruption of the railway, which leads immediately to reduced supply and production in the entire Middle East, with 5 producing cities and 3 more capitals.



Absolutly agree. Was in the old version annoying as f*** and as realistic as the german landing in the USA in 1946 in Panzer General or Panzer Corps

(in reply to Sugar)
Post #: 88
RE: Strategic Command WWI Beta AAR - 12/2/2019 7:33:31 AM   
Kardinalinfant81

 

Posts: 11
Joined: 11/14/2019
Status: offline
Completely agree to Cfant, Sugar etc.

To see this ahistoric issue still not solved in the new game is strange.

There would be many ways to fix it with nearly no change in the balancing of the game:

For example

1. Give Turkey, The German empire, AH (in the Adriatic), Italia (in the Adriatic too) and Russia the possibility to buy a coastal defensce by decision Event. Let's say 500 MPP for Germany payed in 10 MPP for 50 turns and Germany get's coastal guns (or a new unit type infantry which cannot be moved and doesn't have very high combat values) in every coastal town/City from Belgium to east prussia and similar for the other countries named above. Or…

2. Implement Units like the garrisons from the WW2-Games of the strategic command series and give every Major Power some additional of these Units to defend their coasts. Or...

3. Implement a real naval mine Warfare. If i understand it right, how mines are implemented in the new game, every major power can lay a maximum of three minefields (when naval warfare has reached Level two, if it is reserached less you can lay less minefiedls). This seems to me a nice to have, but not a real factor in the game. Why don't you handle each coastal hex of a major power as potentially mined and when an enemy vessel drives through it can take some damage (maybe depending of the level of naval warfare)? or...

4. Simple sollution especially for the problem Cyprus-detachement/ Levante-landings: Replace the detachement in Cyprus by a non movable coastal gun. In this way Cyprus would be secured against small turkish landings but the unit there cannot be a threat für the turkish coastlines...

(in reply to Cfant)
Post #: 89
RE: Strategic Command WWI Beta AAR - 12/2/2019 12:14:50 PM   
HvS


Posts: 200
Joined: 2/16/2016
From: Germany
Status: offline
Dear Sugar,

I understand micro landings are a problem.
You might remember that I demonstrated this to you in one of our test matches for the WW2-AAR.
In multiplayer games, usually these micro landings are forbidden by house rule.. at least in those matches I am taking part... as you know.
When you say you expected that this problem is adjusted, may I ask how?
There is a possible solution (see below), but maybe you have better idea.



Dear shri,

even garrison units will not help.
You would need one in every coastal city and in every city close to the sea, and this would be a major amount of units.
But an enemy landing unit could stil land on a normal land hex and then walk into the interior.
So basically it would be necessary to occupy each coast hex, and this does not work.
A complete overhaul of any game mechanism would be necessary.


Dear eightroomofelixir,

I would forbid these micro landings in MP by house rule.


Dear Cfant,

you are right.. but how?
I have one idea, please see below.


Dear Kardinalinfant,

Costal defenses would not work unless you cover every coastal hex, and this is also ahistoric.. unfortunately.
Garrison units will also not work.. see above.
Mines would work if they cover every land hex, and this is also ahistoric.
Solution 4 would work in this particular case, but it would not solve the problem in general.

There is one possible solution: limit the range of amphib units to 2 or 3 hexes.
Not per turn, in total.
This should be easy to model.. the APs simply to not reset at the start of a turn.
If its movement points are consumed and the unit has not landed, the unit will disappear at the end of the turn.
This will limit the potential landing areas, and abuse is strictly limited.
For WW2 games, there are Long Range Amphibs, so the landings in North Africa in 11/42 can be modeled.


_____________________________

Strategic Command WWI Beta AAR has started!

https://www.matrixgames.com/forums/tm.asp?m=4714728&mpage=1&key=�

(in reply to Kardinalinfant81)
Post #: 90
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