pzgndr
Posts: 3170
Joined: 3/18/2004 From: Maryland Status: offline
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quote:
ORIGINAL: PHalen I’ve just completed my first A3R campaign as Allies and had a ball! So thanks again for the A3R mod! I learned that the Russian Siberian transfer 3-5 Armored corps also cannot be rebuilt if lost. Some other observations, queries & feedback: 1. UK, US & Allied Minor ASW units use the same - first - counter regardless of their ASW tech level. No issue for your vanilla A3R mod but I use modded counters with naval unit silhouettes that change according to tech levels. Can I edit this myself so that ASW units with ASW tech 1 use the second counter etc. (Just like Fleets, U-boats & all air units do)? 2. The Canadian units (one Fighter & one 1-3 Infantry corps) cannot be transported or strategically redeployed to Europe. Not even if I first move them to the US. 3. Finnish units get hit by Russian winter. I don’t think they should be. 4. Yugoslavian, Russian & Greek Partisans can reinforce to 5 at 3 supply, but French Partisans cannot. 5. At the liberation of France, all Free French units lose any research upgrades they had while under UK control. I recall & believe & that this may still be a vanilla SC3 issue? Since liberated French units primarily were US equipped, I think they should be upgradeable to US research levels. Not automatically but as & if paid by France. 6. After liberation, Yugoslavia (UK) can purchase research upgraded Infantry & Fighter units. But Belgium cannot. Not sure about the Netherlands etc. 7. Giving Montgomery a level 10 rating feels a bit generous. And controversial considering that Patton is level 8… I would give Montgomery a level 8 rating. I totally understand & appreciate that you must have put lots of thoughts into the research trees. I’d nevertheless like to try out some tweaks. But I’ve never used the Editor so any hints about how to make the following adjustments would be much appreciated: - Skip Motorization research altogether. - Limit C&C research to max 2 for Germany, UK, USA & USSR only - Add Infantry Weapons research (max 1 for Germany, UK, USA & USSR only). - Add Advanced Tanks research (max 2 for Germany, UK, USA & USSR only). - Add Anti-Aircraft Defense research (max 2 or 3 for Germany, UK, USA & USSR only. Max 1 for all other nations). Because two Tac Bomber strikes obliterates just about any unit. For the comments: 1. Each row of icons has 6 counters for all tech levels 0-5, so yes the second would be L1, etc. I kept the generic counters the same, as tech level is indicated on the counter. 2. The Canadians are purely for home defense and cannot be deployed. The 1 Can and 2 Can units are part of the British force pool per the original boardgame. 3. All Axis units get affected by Russian Winter. Maybe this changed with the WAW game? If there's something new in WIE then I can relook this. 4. Not sure why? 5. May be an SC3 issue and not my mod. Are these motorization upgrades for FF? I usually don't bother. 6. I think for Axis Minors and larger minors (Yugoslavia, Spain, Turkey) that I set upgradeable in the editor, but not the others? We can reconsider this. 7. My A3R HQs have names/personalities for flavor, but really they are Army Group HQs representing relative national capability. And they arrive on the P/Q at preset times. Axis has the advantage during the early years and Allies gain the advantage during the later years. It's not so much Montgomery deserves a 10 but Britain needs a 10. Thoughts on adjustments: 1. I included Motorization to help offset the whole movement factor abstraction. With single stacking I essentially doubled the map scale but kept the original MFs. Certainly some units could move 3 times during a quarter (3 turns), but usually 1 or 2 turns are a pause for reinforcements/upgrades and then weather (mud) can slow units down. So a little extra boost for some units is OK. 2. Limit C&C to 2. Is this a noticeable issue? Not sure it gets too high or if that's a problem. You are welcome to experiment with the editor on the research screen to restrict the tech levels. Look at what I did for subs and ASW for L3. 3/4. I purposely did not include infantry and tanks research for the same reason John Prados used the same counters: relative improvements are assumed to occur on both sides throughout the war. In early versions of this A3R mod in SC2, I noticed a bad "snowball effect" with tech + elite + experience to the point where Russia could not push back on Germany. I did previously use tank research for German 4-6 to 5-6 armor and Russian 3-5 to 4-5, but SC3 added more unit slots so the force pools are more accurate now. 5. AA. Yes, we could add AA upgrades to units, but maybe better (and easier) to reconsider the Tac Bombers and knock them down a notch. quote:
I learned that the Russian Siberian transfer 3-5 Armored corps also cannot be rebuilt if lost. It's possible to get "extra" armor, more than the force pool limits. In this case, the extra units cannot be rebuilt. Alright. Good comments. I think most of this mod is rock-solid these days but certainly some fiddling and adjustments could help. Anyone else who has played and has comments or suggestions, please speak up. Thanks!!
< Message edited by pzgndr -- 3/20/2020 12:19:02 AM >
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