Michael WIldner
Posts: 12
Joined: 2/19/2019 Status: offline
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I've played the '39 Campaign as Axis a couple of times, the 1st time I played they (first Romania, then Hungary, lastly Bulgaria) joined early in the war, 2nd time they did not. 3rd time they did reluctantly, but after I was soundly defeating the Soviets (they surrendered before I took Moscow)and was gearing up for Sealion. I've played around with the Editor and if you look into the Events there, you can see a lot of these historical (and hypothetical) events are "triggered" by certain actions, but they still seem to have a randomness factor thrown in, that is to say, although it may be programmed to act in a certain "overwhelming percentage" of times, one player's actions or capturing of objectives do not necessarily mean the event will happen.If you go into the campaign editor, check out the events for "War Entry"; scroll down a bit for the "Hungary joins the Axis" header, and you'll see there are lots of "variables" that come into play. The Editor is one of the things I love the most about the game. I've been experimenting with a custom "What-If" campaign where you start in April 1939, with current historical navies but the land forces are nothing but garrison units (except in China, where they had been at war with Japan since 1931 - I may do another mod going back to the start of this conflict too, come to think of it). Another one I'm working on begins with the Spanish Civil War (1936). I'm also experimenting with different time periods and maps - working on a Napoleonic battle (Eylau) and a purely naval conflict (Battle of Jutland, 1916). I'm *hoping* that the developer(s) will continue to improve this part of the game, because it really resembles more of a "game engine" where you can set it up to represent a wide range of conflict simulations. As it is right now, I think it is one of the top editors out there for making a computer mock-up of all those traditional hex-and-counter board games!
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