Jazon
Posts: 121
Joined: 8/18/2020 Status: offline
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Hi, this is the summary for current 1920 scenario. This Post is mostly a dressed for Mike and Dan, but anyone who has an idea to improve it is free to speak :) There are two groups in this subject. Technical flaws and Game play features. Technical flaws: 1.Polish strategic advice - grammar mistake; should be: “broke Soviet codes”; Also message should be split into historical part and advice - use “” at Commander, ... ; also add description who are the Ukrainians who fight on polish side 2.Poland - first wave of Volunteers - graphic with gen. Haller loads correctly, but afterwords there is BLANK message. Should be description of the event/or additional photo. 3.Soviets - decision about deploying strategic reserves - need to rewrite it, its not clear for the Soviet player what YES/NO means 4.Both sides - edit NATO sprites for zoom out - there are misplaced. Also 3D sprites in zoom out are bit too much to the side. 5.Map edge - I guess moving Smolensk would be too much mess, Smolensk coordinates are almost in every script as a condition. However Borispol can be moved, as well Southern Soviet Front units can be moved away from the map edge 6.3D sprites for air units - polish planes and soviet planes doesn’t have their emblems 7.Strikes in Lodz - caused by Soviet decision - there is something wrong with the date, guess its wrongly written 8.Romania and UK shouldn’t be playable 9.There is “super heavy artillery” unit available for soviets - remove 10.The Lenin telegram - add (West) into brackets 11.Poland -American volunteer squadron reports huge red cavalry concentration around Uman - add Uman coordinates, so it will be clear where is it 12.Add description about Silesia - french occupied territory, until plebiscite 13.Nowy Sacz NM value is to big should be 500 NM; not 3k! Script mistake 14.Poland -Form National Defence Government ; add (polish parliament) after “Sejm” 15.Soviets - make a POP-UP about what is Tachanka Unit - it’s not clear what it is for Soviet player 16.Soviet Player shouldn’t be able to see Photo and event about Ukrainian mobilization (Petlura photo) - change script 17 Tukchachevsky HQ should be only available trough EVENT DECISION 18 Lower HQ costs a bit 19 Change one of Ukrainian regiment destination from Chmielnik to Kamyenets Podolski. Chmielnik is almost not possible to hold until 16th of June. Game play features: 1. add 1000-2000 morale boost for Poland with each wave of volunteers - as in reality motivated volunteers raised morale among soldiers who were retreating for weeks. 2.remove desertion events; or maybe leave it only if the Polish player will choose nationalist government 3. Polish starting morale should be 90-100% otherwise they can collapse before Reds reach Warsaw 4. Polish militia - volunteer garrison units - should have weapons on level 2; also their trigger point should be about 8 hexes away from Soviets, otherwise they are appear in random place and become target practice for Red player. 5.Another thing which is worth considering is what Dan wrote me in email: I request that all Polish units that begin or arrive at 7 strength be instead raised to 8 strength for unit morale preservation. The game engine handles morale in such a manner that any unit that is less than 80% strength (8 out of 10, or 4 out of 5) tends to drop in unit morale over time. Hubert called it a death spiral. It has to do with individual unit morale calculations for each turn. On any turn when the unit morale calculation is negative for any reason, the revised math formulas begin a negative morale death spiral. For all practical purposes morale never recovers. Only if a unit has 80% strength or more and is in supply 5 or better, does any unit ever recover any lost morale. I didn’t think about it before, I gave units the strength value according to data I had about their quantity, I revealed it in previous posts. So now there is a question, how to do it. For example three regiments all together have quantity 21 in strength points. Should i merge them into two wit 10 strength, or three 7 points each, or two 8’s and one 5 strong? That’s kind of problem I need to think over, both for Soviets and Poles. 6.Another point from Dan: In the Strategic Command World War 2 games, convoys can be moved through decision events. For example, the UK can amend its Mediterranean and Atlantic convoy routes. The Germans can move their Norwegian convoy route. If the normal land convoy route from Romanian is blocked, why wouldn’t Romania simply amend their route through another country friendly to Poland, like Hungary? That’s a reasonable opinion, however in 1920 Poland, as I recall didn’t have a direct railroad shared with Hungary. Czechoslovakia had it’s own border conflict with Poland, and were not willing to help in any way. It’s obvious Germans didn’t want to send anything to the country they claimed “seasonal”, and also had territorial disputes along border. The only other way was by sea, which lead to Free City of Gdansk/Danzig. UK supplied through this way. I guess there is no alternative, but I am opened for discussion. 7.Dan again: I really don’t know how many armored trains that it takes to create a full strength armored train unit in the game. When doing Polish tank research, I discovered that was one Polish improvised armored train was created by putting damaged tanks on a train. I wonder if there should be a Polish decision event to create an additional armored train through improvisation. Another thing, maybe I should make an event for that. Let’s vote! 8.Tachankas - their stats. Still object for discussion. The tachanka (Ukrainian language: тача́нка), (Russian: тача́нка) was a horse-drawn machine gun platform, usually a cart or an open wagon with a heavy machine gun installed in the back. A tachanka could be pulled by two to four horses and required a crew of two or three (one driver and a machine gun crew). Initially I gave it two attacks, but that’s too much. So I guess we all agreed we will give it 20% damage evasion. The best solution both for tachankas, tanks and cavalry units should be that they are deadly for enemy infantry units who are not entrenched or ex. in town / forest. I added them to the scenario first of all because they often appear in polish memories of this war, many polish officers didn’t know how to deal with them at the beginning and were taken by surprise. Second reason is flavour of the game. I guess all players love rare, special units. 9.However I will make another, and only ONE special unit for soviets. Horse artillery for Budionny’s Cavalry army. It will be normal artillery Unit, but with speed of “horse units” 10.For those who might ask - what are those Cavalry Detachments? They represent Divisional Cavalry - most divisions from both sides were already half-strength, but SOME according to my sources - in previous posts - had significant amount of raiders. I put them all in detachments, because their role wasn’t like regular assault Cavalry but rather scouting and pursuit - which actually Mike is doing during our game. 11.Trench level - maybe we should try also one game with both sides Trench warfare on level 2. 12.Logistics We talked with Dan a lot about that. I guess we can increase the level of it for Poles, because, after all they mostly operated on their own territory. Also, in May, during their initial successful offensive, Poles seized hundreds of wagons and locomotives. Local Ukrainians were outraged, how their "ally" is treating them. There was even a saying popular in this times, Ukrainians changed the way you read acronym for PKP [originally Polskie Koleje Panstwowe - Polish State Railways] to "Polska Kradnie Pociagi", also PKP, but the meaning was "Poles steal trains". Polish army conduct for seized Ukrainian territories wasn't cruel, there were no manslaughter of civilians etc., but as it is said in memories even a single Private of Polish Army had his backpack full of stolen goods. On State scale Polish Railways were transporting east provisions and ammunition, on the way back basically everything they could take, and load into a train. That was one among many reasons why Ukrainians didn't support Petlura's alliance with Poles. Although polish railways faced many difficulties in those times, for me it is clear that operating on inner lines for supply and transport of troops should be cheaper than bringing stuff whole way from Petrograd, Moscow or even Urals. So I will increase logistics for Poles. 13.Tanks - Maybe the 3rd battalion should be back, but before I make any decision about them I want to see how they perform in combat during this game. I am afraid soviets will only be able to hit them with heavy artillery piece, while their airplanes can't face Polish fighters. Thank you for reading! Thank you all for feedback, and time spent on this project, it's literally priceless Jacob
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