Barbarossa and Army Group Center in pictures (Full Version)

All Forums >> [New Releases from Matrix Games] >> World in Flames



Message


Orm -> Barbarossa and Army Group Center in pictures (2/14/2009 2:35:34 AM)

German Army Group Center trying to open a path to Minsk during the first week of Barbarossa.

[image]local://upfiles/29130/1A2F3A5102334623A1679CA5093D260D.jpg[/image]
Picture taken at Axis Land Combat declaration. May/june 41. Impulse 1.




meisterchow -> RE: Barbarossa and Army Group Center in pictures (2/14/2009 8:01:52 PM)

Cool!!  If I had had time, I would have volunteered to be a playtester.  Alas! I am left drooling over screen shots for a while longer.  Thanks for sharing! :)




borner -> RE: Barbarossa and Army Group Center in pictures (2/14/2009 11:04:59 PM)

Army group North needs some Panzers!!!!!!  LOL

Great shot! Hopefully a sign of things to come!!!





Orm -> RE: Barbarossa and Army Group Center in pictures (2/14/2009 11:19:02 PM)

Stacked below the top units that you see are 4 panzer/mechanized corps, 1 panzer division, 2 HeadQuarters and some artillery.

-Orm




YohanTM2 -> RE: Barbarossa and Army Group Center in pictures (2/15/2009 12:18:25 PM)

Love the Russia forward defense! (as the German I would anyway)




mavraamides -> RE: Barbarossa and Army Group Center in pictures (2/15/2009 7:06:36 PM)

How did you get 4 units in one hex? I thought the limit was 2. Sorry if this is a noob Q.




Shannon V. OKeets -> RE: Barbarossa and Army Group Center in pictures (2/15/2009 7:24:26 PM)


quote:

ORIGINAL: GordianKnot

How did you get 4 units in one hex? I thought the limit was 2. Sorry if this is a noob Q.

If you are playing with divisions, the stacking limits cahnge to 3 land units in a hex (at least one of which must be a divisions). You can also have air units and naval units in the same hex - separate stacking limits for each branch of the military.

===
Orm:

If you use Flyouts when you take a screen shot, you can show all four units (though it might obscure other hexes you want to show).

You can also use Ctrl J to bring up the Units in Hex form to do the same thing, and position the UinH form off in a corner.

Flyouts give you a larger image of the units (zoom 6 versus zoom 4 for the UinH form).




brian brian -> RE: Barbarossa and Army Group Center in pictures (2/16/2009 2:52:26 PM)


quote:

ORIGINAL: GordianKnot

Sorry if this is a noob Q.


I think more of these questions are better, and most everyone here has always been happy to answer them. No such thing as a noob question, that's part of why this forum exists I think. I am always amazed at the views/responses ratio and wonder how many people out there might be sitting on a simple question. As these AAR's from the beta-testers generate these cool new screen shots I hope more people ask questions.




mavraamides -> RE: Barbarossa and Army Group Center in pictures (2/16/2009 3:03:56 PM)


quote:

ORIGINAL: brian brian


quote:

ORIGINAL: GordianKnot

Sorry if this is a noob Q.


I think more of these questions are better, and most everyone here has always been happy to answer them. No such thing as a noob question, that's part of why this forum exists I think. I am always amazed at the views/responses ratio and wonder how many people out there might be sitting on a simple question. As these AAR's from the beta-testers generate these cool new screen shots I hope more people ask questions.


Thanks! So here's another Q:

How did that German stack one hex SE of Liepaja get there? Was that an amphibious invasion or have the Russians already moved once and cut it off after it advanced?




Orm -> RE: Barbarossa and Army Group Center in pictures (2/16/2009 3:55:53 PM)


quote:

ORIGINAL: GordianKnot

Thanks! So here's another Q:

How did that German stack one hex SE of Liepaja get there? Was that an amphibious invasion or have the Russians already moved once and cut it off after it advanced?



The picture is after the first German land move. The Hex NE of Köningsberg (Memel) is German controlled from the start. Russia had no defending unit in the hex SE of Liepaja so the 2 german corps there just moved there and was forced to stop because of the ZOC. They get sea supply since Russia has ZOC into the Memel hex. The only German unit able to move into the Memel hex was an armored corps that stayed in the hex with the engineer. Germany decided to stay in that hex with the armor to advance with the armor along the railway line. This is played with railway movement bounus and that allows the armor to blitz move through the forrest along the railway to the hex NE of the forrest.

-Orm




Shannon V. OKeets -> RE: Barbarossa and Army Group Center in pictures (2/16/2009 5:41:05 PM)


quote:

ORIGINAL: brian brian


quote:

ORIGINAL: GordianKnot

Sorry if this is a noob Q.


I think more of these questions are better, and most everyone here has always been happy to answer them. No such thing as a noob question, that's part of why this forum exists I think. I am always amazed at the views/responses ratio and wonder how many people out there might be sitting on a simple question. As these AAR's from the beta-testers generate these cool new screen shots I hope more people ask questions.

Yes, definitely!

One of the problems that absolutely everyone involved with WIF has is the fact that the rules have changed substantially over the last 24 years - since the game's first publication.

Time and time again forum members and beta teesters ask questions that reflect they are remembering rules that use to be fundamental aspects of the game but are no longer relevant. This happens so much that they are commonly known as "ghosts of WIF past". In some regards, new players are at an advantage in learning the rules for MWIF since they do not have these built-in assumptions to confuse them. For instance, my primary orientation to playing WIF over the board was to use 6-sided dice. It took me a year or so of working on MWIF before I was acclimatized to the 10-sided dice used in MWIF.




Orm -> RE: Barbarossa and Army Group Center in pictures (2/24/2009 12:30:06 AM)

The advance towards Minsk has slowed down during week 2. Bad weather has made the German advance slow down to a crawl. The armor spearheads had moved to far to get supply and had to stop to resupply. Luftwaffe has trouble rebasing so they can give airsupport to the German front units and to make matters worse the weather keeps the aircraft grounded. Fortunately the bad weather also keeps the huge Soviet airforce to the east on the ground as well.

[image]local://upfiles/29130/DDEABF2140A34885B33AAA86C88DC6A0.jpg[/image]
Picture taken at Axis Land Combat. May/june 41. Impulse 3.




composer99 -> RE: Barbarossa and Army Group Center in pictures (2/24/2009 1:24:20 PM)

This is May/June 1941, yes? Talk about miserable campaign weather (on the plus side for Germany, the Red Army's mobility is also hindered).




Orm -> RE: Barbarossa and Army Group Center in pictures (2/24/2009 7:13:54 PM)


quote:

ORIGINAL: composer99

This is May/June 1941, yes? Talk about miserable campaign weather (on the plus side for Germany, the Red Army's mobility is also hindered).


Yes, it is May/Jun 41. It is impulse 3, Germanys second impulse.




composer99 -> RE: Barbarossa and Army Group Center in pictures (2/24/2009 7:55:29 PM)

By the way, got any screenshots of the campaign in Ukraine and Bessarabia?




Tonqeen -> RE: Barbarossa and Army Group Center in pictures (2/24/2009 9:16:40 PM)

A question, havent played WIF since '95, isnt the supplyrange reduced 1 hex in rain? what unit is out of supply in that case?




Shannon V. OKeets -> RE: Barbarossa and Army Group Center in pictures (2/24/2009 9:23:26 PM)


quote:

ORIGINAL: Tonqeen

A question, havent played WIF since '95, isnt the supplyrange reduced 1 hex in rain? what unit is out of supply in that case?

The screen shot shows Rain (scattered blank lines) and Storm (heavy slanted lines). Supply is reduced by 2 in Storm.

The 4-2 artillery is out of supply (I assume Liepaja is still controlled by the USSR).




Orm -> RE: Barbarossa and Army Group Center in pictures (2/24/2009 9:46:08 PM)

quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Tonqeen

A question, havent played WIF since '95, isnt the supplyrange reduced 1 hex in rain? what unit is out of supply in that case?

The screen shot shows Rain (scattered blank lines) and Storm (heavy slanted lines). Supply is reduced by 2 in Storm.

The 4-2 artillery is out of supply (I assume Liepaja is still controlled by the USSR).


Liepaja is in German control but with storm the 4-2 artillery is still out of supply even if you try to get supply by the port Liepaja. (It is two hexes to the port and to get supply you need an additional hex for the port giving supply)




Orm -> RE: Barbarossa and Army Group Center in pictures (2/24/2009 9:57:45 PM)


quote:

ORIGINAL: composer99

By the way, got any screenshots of the campaign in Ukraine and Bessarabia?


I have not taken any screenshots on the other fronts. I thought it might be just enough to focus on one front. The size seemed right somehow to tell the story in pictures and just a few lines of text. I do have saved games so I can always go back on a later date to create the screenshots

But if you want I could once in a while put in a "meanwhile on the other fronts" picture.

-Orm




brian brian -> RE: Barbarossa and Army Group Center in pictures (2/25/2009 2:03:32 AM)

maybe an occasional shot with the hex control flags turned on?




PDiFolco -> RE: Barbarossa and Army Group Center in pictures (2/27/2009 10:05:35 PM)

Hmm, storms for an entire month (turns are 1 mo iirc ?) over that big an area, and in June or July ? Isn't that a bit out of whack ?




paulderynck -> RE: Barbarossa and Army Group Center in pictures (2/27/2009 10:40:36 PM)

No in May/June the impulses would roughly represent somewhere between 10 days and two weeks of real time.




Shannon V. OKeets -> RE: Barbarossa and Army Group Center in pictures (2/27/2009 11:01:22 PM)


quote:

ORIGINAL: PDiFolco

Hmm, storms for an entire month (turns are 1 mo iirc ?) over that big an area, and in June or July ? Isn't that a bit out of whack ?

Turns are two months. Within each turn there are multiple impulses. Every two impulses have the same weather (e.g., 1 & 2, 3 & 4, etc.).

So, if there are 12 impulses in a summer turn, there are 6 weather rolls. The previous weather roll maybe slightly bias the next roll towards the weather staying the same.




Orm -> RE: Barbarossa and Army Group Center in pictures (3/1/2009 2:18:48 PM)

At the same time on the southern front the German troops are stuck in the mud created by the storm. The railway lines lessens the effect of the mud and the the armor spearheads has used that to advance.

[image]local://upfiles/29130/D0E02C71ED5B43A8B2D6F5EC7812D258.jpg[/image]

Picture taken at Axis Land Combat declaration. May/june 41. Impulse 3. Note that the option "Railway movement bonus" is in effect.




brian brian -> RE: Barbarossa and Army Group Center in pictures (3/1/2009 5:28:20 PM)

Red Army tanks within range of the Luftwaffe in 1941 is, well, we'll see I guess. Was this one set up with the 25 units within two hexes rule?


p.s. not sure if you were looking for comments from the Peanut Gallery. Thanks for the Ukraine shot though, we all need to be ready for that big argument about which way to turn when they get to Albuquerque.




Plainian -> RE: Barbarossa and Army Group Center in pictures (3/1/2009 5:45:47 PM)

Just a few questions bout the screen shot in post # 24

Rumanian units are marked up s ROM? I guess this is becuse we are trying to replicate the original bordgame counters but is it really necesary for the PC game? The counters would look much nicer and less cluttered without this.

Some units have an R in top right? eg Russian 4th Cavalry in Odessa and Rumanian Cernauti Militia. I gues this is needed for gameplay and serves a key purpose? So this can't be removed either? (sorry but its a long time since I looked at WIF)

Lastly the Resource marker at Krivy Rog partially obscures the national flag used to track ownership. No big deal as I guess Krivoy Rog can be moved slightly.




Orm -> RE: Barbarossa and Army Group Center in pictures (3/1/2009 6:11:14 PM)


quote:

ORIGINAL: brian brian

Red Army tanks within range of the Luftwaffe in 1941 is, well, we'll see I guess. Was this one set up with the 25 units within two hexes rule?


p.s. not sure if you were looking for comments from the Peanut Gallery. Thanks for the Ukraine shot though, we all need to be ready for that big argument about which way to turn when they get to Albuquerque.


The 2 German bombers in Rumania are disorganized and can't be used again this turn. The Soviet tanks were set out of range from ground strikes the first impulse but was moved forward to slow the german advance. The Red Army has to few units since alot got caught at the border so most units are needed in the front line. Barbarossa is only 5 turns long so it makes little point in saving units for 1942.

And all comments are welcome. [:)]




Shannon V. OKeets -> RE: Barbarossa and Army Group Center in pictures (3/1/2009 7:56:17 PM)


quote:

ORIGINAL: Plain Ian

Just a few questions bout the screen shot in post # 24

Rumanian units are marked up s ROM? I guess this is becuse we are trying to replicate the original bordgame counters but is it really necesary for the PC game? The counters would look much nicer and less cluttered without this.

Some units have an R in top right? eg Russian 4th Cavalry in Odessa and Rumanian Cernauti Militia. I gues this is needed for gameplay and serves a key purpose? So this can't be removed either? (sorry but its a long time since I looked at WIF)

Lastly the Resource marker at Krivy Rog partially obscures the national flag used to track ownership. No big deal as I guess Krivoy Rog can be moved slightly.

All units from minor countries have a 3 letter abbreviation on them. While for experienced WIF players that may be redundant information, for new players it is likely to be essential. There is also the question of players who have trouble differentiating colors. That motivates my preference for redundant information rather than relying exclusively on color coding.

The R in the upper right corner denotes a reserve unit. That information is important at times (e.g., when peace breaks out, reserve units are removed from the map), though not in this situation.

National flags indicating hex control can be toggled on and off, but the decision was made (by me) that resource markers are more important during game play than flags. If you are unsure about who controls a hex, moving the cursor over it brings up that information in the Main form (Orm has cropped that portion of the screen - probably to allow for showing a better image of the map).




Orm -> RE: Barbarossa and Army Group Center in pictures (3/7/2009 9:03:33 PM)

Weather is finaly clear. Luftwaffe launches a massive bomb campaign on the Soviet front units. Heroic Soviet fighters launch against the bombers and fight past the German escorts and aborts most of the German bombers. The few bombers who clears to their targets fail to disorganize anything at all. Due to the failure of Luftwaffe Wehrmacht decides to try to infiltrate the Soviet lines instead of a headon attack.

[image]local://upfiles/29130/4D99879BBF254A1DA2C591E17DF0C9F3.jpg[/image]
Picture taken at Axis Land Combat declaration. May/june 41. Impulse 7.




jjax -> RE: Barbarossa and Army Group Center in pictures (3/8/2009 9:14:42 PM)


quote:

ORIGINAL: Orm

Weather is finaly clear. Luftwaffe launches a massive bomb campaign on the Soviet front units. Heroic Soviet fighters launch against the bombers and fight past the German escorts and aborts most of the German bombers. The few bombers who clears to their targets fail to disorganize anything at all. Due to the failure of Luftwaffe Wehrmacht decides to try to infiltrate the Soviet lines instead of a headon attack.

[image]local://upfiles/29130/4D99879BBF254A1DA2C591E17DF0C9F3.jpg[/image]
Picture taken at Axis Land Combat declaration. May/june 41. Impulse 7.


What do those green boxes around some of the German units indicate?




Page: [1] 2 3 4 5   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
3.53125