RE: Bring Silvanski here... (Full Version)

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Silvanski -> RE: Bring Silvanski here... (3/22/2008 5:41:18 PM)


quote:

ORIGINAL: Monkeys Brain

Well, we can check production rates and judge some things logically.

I would replace PIIIN with PIVH.
Panzer IVh is more versatile tank, comparable with T-34 (almost as good as T34/85 and sligthly better than T34/late). Some argued that Germans should have standardised their army and make more PIVh tanks which was good tank all around.

2. Arty for the Axis, is that enough?

3. V2, V4? Is that enough? We can assume that Axis produced a lot more V2 and V4. Let's assume that Axis have produced A-bomb so after fall of Paris, Axis get's Theatre Option to use A-bomb in retaliation.

4. maybe more Me109's late at least to the allies - in change for that crappy models if it is strangth too low for allies. if not ok.

5. beef up axis allies armour... I would dish out that M13/41 completely. If Italians doesn't have any good late war tank (???) then use PIVh.

6. Allies have F80 Shooting Star with excellent values (1947 plane) and Germans have Me1101 coming after 150 turns and it is weapon from 1945 (!!!) - check this so that late war game would be not strange with F86 roaming and Germans must have also something. OK that TA 183 looks good [:D]


Maybe I will think about something else.


Mario



1 - checking out all the units with PzIII would be quite a job.... It can be done in a simpler way ...I'll dive into the eqp editor and change PzIII into a Pz IV variant

2 - Will look into that...

3 - As the real V-2 (only crudely guided missile) was not a tactical weapon, let's keep amounts this way... I'll come up with better names for the V-2/V-4...
There were studies done for guided SSM

4 - Or add some other model - FW.190

5 - Using the EQP editor to turn the M13/41 into a slightly better fictional M18/45 [;)]

6 - The date on Me 1101 wasn't changed...




Silvanski -> RE: Bring Silvanski here... (3/22/2008 5:48:06 PM)

Thanks for all your comments guys.[:)] Changes are implemented at this very moment




Silvanski -> RE: Bring Silvanski here... (3/22/2008 5:51:27 PM)


quote:

ORIGINAL: Monkeys Brain

7. OK INFANTRY.... Now you have Allied replacement rate for Heavy Inf. Squads at 4000, SMG 2000, and AT Assault 1000.
Germans have Rifle - 1000, Heavy AT -1695, Assault AT 1395.

that was just three examples. Couple that with lowering of Axis repl. rate as they lose cities. So infantry should be also looked over.

Don't forget that we are talking about almost all Europe here against Allies. Turkey, Spain as well etc. Realistic?


The lower amount of Soviets as I implemented will be used to recalculate Allied replacements




Silvanski -> RE: Bring Silvanski here... (3/22/2008 5:54:28 PM)


quote:

ORIGINAL: Karri

A few suggestions regarding the unit design:
1. Remove the city garrisons. I see them as mostly useless, and they only seem to 'clutter' the map. Use the equipment 'freed' to bolster the atlantic wall or other fortified lines on the map...or not.
2. Remove ALL flak regiments from all formations, combine them to either flak brigades or flak divisions. Or alternatively spread the flak equipment among the other units. WHatever the case, there are way too many flak units around. And the worst thing is that they are not even needed. As the Axis can easily protect their airspace.
3. Russian partisans come in corps...German partisans come in companies. Either upgrade the companies to brigades or remove alltogether a useless.
4. Remove all artillery less than brigade size. Move the guns to army HQ's etc.
5. Remove and combine all units less than brigade size. As most of these units are not even needed, and again only serve to clutter the map.



Reworking the OOB into divisional and up?
Now that is a hell of a job that will have to wait...




Karri -> RE: Bring Silvanski here... (3/22/2008 7:49:01 PM)

yeah...it'd actually probaply be much easier to start from scratch.




Veers -> RE: Bring Silvanski here... (3/22/2008 9:46:07 PM)


quote:

ORIGINAL: Karri

A few suggestions regarding the unit design:
1. Remove the city garrisons. I see them as mostly useless, and they only seem to 'clutter' the map. Use the equipment 'freed' to bolster the atlantic wall or other fortified lines on the map...or not.
2. Remove ALL flak regiments from all formations, combine them to either flak brigades or flak divisions. Or alternatively spread the flak equipment among the other units. WHatever the case, there are way too many flak units around. And the worst thing is that they are not even needed. As the Axis can easily protect their airspace.
3. Russian partisans come in corps...German partisans come in companies. Either upgrade the companies to brigades or remove alltogether a useless.
4. Remove all artillery less than brigade size. Move the guns to army HQ's etc.
5. Remove and combine all units less than brigade size. As most of these units are not even needed, and again only serve to clutter the map.

Absolutely agree. In my opinion having so many small units cluttering up the map, forcing you to take so much time to deal with/move so many basically pointless units can be a real fun killer.




Monkeys Brain -> RE: Bring Silvanski here... (3/23/2008 12:19:43 AM)

quote:

ORIGINAL: Silvanski

Thanks for all your comments guys.[:)] Changes are implemented at this very moment


Great! Thank you by all means.




Silvanski -> RE: Bring Silvanski here... (3/23/2008 8:02:37 AM)


quote:

ORIGINAL: Karri

yeah...it'd actually probaply be much easier to start from scratch.


Just an idea for a trimmed down version, a weekly turn sequence.

In the mean time I'm going ahead with the current mod, implementing some - but not all - suggestions.
MRPB will be set at 4




Karri -> RE: Bring Silvanski here... (3/23/2008 5:45:42 PM)

Well, I'm on turn 12 right now...and it seems like the AI won't have a change again.

Majority of action on the eastern front thus far. The russkies are losing about 10-20 times more men per attack there(I lose a division of 200 squads, the russkies lose 2000 squads), due to the way the units are designed, against left behind units...I pretty much abandoned the whole eastern front and withdrew to a line, now 2-4 units deep, running from Latvia to Crimea. The only way for russkies to pierce this line is through attrition(and even then I should be able to counter-attack).

Of course I might be wrong, since the russkies haven't attacked the line yet...they haven't reached it on strenght yet(despite the only resistance being a few left behind divisions).

In Turkey I withdrew to a line running along the railline from black sea to mediterrainean(through ankara, from NW to SE)...the americans landed 9 units there, about corps or two in strenght. They were destroyed...we'll see if anything else happens.

In Spain the allies landed, I moved a few units but then decided it was not worth the effort to do anything there...and now the allies have been fighting 10 turns against enemy that hasn't done a thing. It'll take 10-20 turns before they reach the french-spanish border.

The allies landed in Sicily, I will probaply withdraw to italian mainland.

On turn 10(I think) the allies landed in normandy. Way too late as I already had 5 panzer divisions there which had no difficulties forcing the allies back to the sea...




Silvanski -> RE: Bring Silvanski here... (3/28/2008 9:45:32 AM)

Not wanting to completely redo the OOB I have been putting some fixes in place which should give the Axis more stamina.
-All Axis formations movable on turn 1
-PzIIIN is being replaced with a stronger (fictional) PzIIIP, Ju-87 is now stronger Ju-187... also fixed some replacement errors --> timing of new eqp is better
-Coastal defenses have been beefed up. The loathed FlaK units remain (sorry chaps) but have been beefed up
-Debilitated the Soviets... they start with quite low eqp numbers, also screwed down production of Soviet tanks and aircraft... they'll have to wait to launch a grand scale offensive till they have more eqp in their units
-Set up a "Pacific/Far East" reinforcement area... Some Allied reinforcements will appear there and have to be ferried to the Middle East instead of appearing directly there (affects some US units as wel as those from Australia and New Zealand) This reinforcement area can not be the target of direct air assaults... if random Axis air attacks occur in those hexes consider it to be KM raiders
-The Kriegsmarine is allowed to occupy one hex in the North Atlantic approach ... The US Navy will have to clear the route to England.

Am considering the nuclear option, both sides have aircraft capable of dropping such cookies

Testing some stuff... watch this space for release date.




Monkeys Brain -> RE: Bring Silvanski here... (3/28/2008 8:00:42 PM)

quote:

ORIGINAL: Silvanski

Not wanting to completely redo the OOB I have been putting some fixes in place which should give the Axis more stamina.
-All Axis formations movable on turn 1
-PzIIIN is being replaced with a stronger (fictional) PzIIIP, Ju-87 is now stronger Ju-187... also fixed some replacement errors --> timing of new eqp is better
-Coastal defenses have been beefed up. The loathed FlaK units remain (sorry chaps) but have been beefed up
-Debilitated the Soviets... they start with quite low eqp numbers, also screwed down production of Soviet tanks and aircraft... they'll have to wait to launch a grand scale offensive till they have more eqp in their units
-Set up a "Pacific/Far East" reinforcement area... Some Allied reinforcements will appear there and have to be ferried to the Middle East instead of appearing directly there (affects some US units as wel as those from Australia and New Zealand) This reinforcement area can not be the target of direct air assaults... if random Axis air attacks occur in those hexes consider it to be KM raiders
-The Kriegsmarine is allowed to occupy one hex in the North Atlantic approach ... The US Navy will have to clear the route to England.

Am considering the nuclear option, both sides have aircraft capable of dropping such cookies

Testing some stuff... watch this space for release date.



Great!
Well done Seilvanski! [&o]

BTW, if you put PVIh for Italians I am ready to playtest it and write AAR in my style.

edit: And OH, YES, nukes! You can't go wrong with that!
For example I don't play modern scenarios but for this post ww2 scenario nukes would add tremendously on scenario fun factor.

Maybe something associated with loss / conquest of some cities?

So, for example Allies conquer Paris and get nuclear attack first (if conquered before turn number 20) then they got nuclear attack 5 turns in advance of Germans. If possible in Editor each side get's one nuclear attack.

And then some other loops for some other cities...


LOL - anybody willing to read my previous AAR's can check it out on Gamesquad AAR forums. Under nick - Bloodstar.

I am preparing my next AAR based on Brian Topp's Operation Blau 4.1 which is really fun scenario. I bought some books on Amazon that will maybe give me an inspiration. [:)]


Mario






Silvanski -> RE: Bring Silvanski here... (3/29/2008 5:26:45 AM)


quote:

ORIGINAL: Monkeys Brain
BTW, if you put PVIh for Italians I am ready to playtest it and write AAR in my style.
Mario

OK you got yours... the Italian M18/45 has been given the data from the Pz IVH... let's consider it a licensed built versin [;)]

PM me your email addy and I'll send you a copy for review




Monkeys Brain -> RE: Bring Silvanski here... (3/29/2008 12:19:44 PM)

quote:

ORIGINAL: Silvanski


quote:

ORIGINAL: Monkeys Brain
BTW, if you put PVIh for Italians I am ready to playtest it and write AAR in my style.
Mario

OK you got yours... the Italian M18/45 has been given the data from the Pz IVH... let's consider it a licensed built versin [;)]

PM me your email addy and I'll send you a copy for review


excellent sending you pm [:D]




desert -> RE: Bring Silvanski here... (3/29/2008 4:26:24 PM)

I'm just waiting for the final version, because new versions seem to come out before I can even finish 2 turns on the previous one.[:)]




Monkeys Brain -> RE: Bring Silvanski here... (3/29/2008 6:32:12 PM)

quote:

ORIGINAL: desert

I'm just waiting for the final version, because new versions seem to come out before I can even finish 2 turns on the previous one.[:)]


LOL I just think that he should put events for nukes before final playtest... it is good that now you have much more event slots in t3.

In any way I am not playing any modern scenario for TOAW 3 so this could be great because it is cross over between ww2 and modern.


Mario




Silvanski -> RE: Bring Silvanski here... (3/29/2008 7:52:03 PM)

sent you an email Mario... I'll brainstorm about the nuclear events




L`zard -> RE: Bring Silvanski here... (3/30/2008 4:52:41 AM)


quote:

ORIGINAL: desert
I'm just waiting for the final version, because new versions seem to come out before I can even finish 2 turns on the previous one.[:)]


Get into 'playtesting', eh? Designer's love playtesters for their pertinant comments during the design cycle! Won't help with the restarts, but you'll be first in line to know about changes...LOL!

Mail Sil directly...he doesn't bite, eh?

[;)][:D][:D]





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