KorutZelva -> RE: Fall Weiss II - AAR KZ vs Crispy (7/30/2018 9:26:33 PM)
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ORIGINAL: crispy131313 There are a few false comments above that I want to correct: 1. Canary's trip is a popup only from the vanilla campaign and has no effect on game play. 2. Taking London does not remove the Vichy Alliance, it's a variable 5% chance per turn after Spanish entry, the clock runs out after USA joins. 3. The Portuguese Alliance creates an immediate 30-40% Spanish swing towards the Axis, this validates at minimum "All of France" (60% achieved easier) or as this game unfolded Spain joining the war. There is definitely a cost. 4. Ireland was not free for the UK, it was planned via DE (cost MPP) prior to Sealion and it is usually wasted MPP as Sealion is not that common. 5. The UK did not freebie there way to victory, I counted 8 units received for the UK/Minors throughout the game that were not in vanilla, 5 of which were Infantry Divisions (soft targets) and 5 of the 8 units were received at half strength or less. The UK simply stopped spending on anything else, if you kill 3 Corps, I build 3 Corps. That was my only viable counter. The above notes aside, I can accept your criticism in your final comments. I have actually made some changes based on the outcome of this game. Poland I have beefed up Poland slightly as they are currently inflicting nearly no losses. To combat this I've added a new HQ (Czuma) to Polish production which can deploy at half strength near Warsaw on Turn 2. Polish Calvary Divisions have universally been increased from 3 to 6 strength, and the Poznan and Pomorze Infantry Armies have been increased to strength 8. I have also added a half strength Infantry Division at Kutno (West of Warsaw) and moved the Polish Tank Division 1 hex south into Radom. UK The RAF Fighter unit stationed in Ireland (if chosen) now will deploy at strength 3 instead of 10. British units which arrive in Portugal (if alliance chosen) will now deploy between strength 3 to 5. It was never my intent for these units to be combat ready. Portugal Added Salazar 4 rating HQ (Portugal) to Build Limits as I forgot to name the HQ. Aircraf Added the "t" [:'(] Germany I've increased the plunder of Paris and Moscow to 75 MPP (from 25 MPP) and have added London (75 MPP) and Manchester (25 MPP) to the list of cities that Germany can plunder (with Swiss co-operation). These are slight bumps, but I am sure are welcome to any resource hungry German player. I've added a new decision event in June 1940 which directly supports Sealion (or other amphibious invasion such as All of France). Germany can hastily deploy at half strength 1 Special Forces, 1 Paratrooper, 2 Motor Boat Torpedo units or alternatively can continue to focus on planning for war on the Eastern Front, in which case a HQ and Tank Corps will deploy in December 1940. I've decided that these additional units may actually help balance game play. I've also created a new decision representing the The German-Soviet Border And Commercial Agreement (Dec 1940). Essentially Germany can opt to trade military equipment to the Soviets to decrease their war readiness, the alternative is to not deliver the equipment already promised to USSR (earlier pacts) which will increase Soviet war readiness. This decision will help facilitate German plans of early or late Barbarossa. Finally, if the UK invades neutral Norway prior to Germany's planned decision event for invasion, Germany will receive the Bulcher Heavy Cruiser and XXI Infantry Corps still, as if they had said "No" to the invasion. I was about to DM you about missing out of on Norwegian invasion ships. [:D] For Canary I couldn't find the equivalent in the default campaign. In our game it did occur at the same time the blockade event so I thought these were two distinct thing affecting Spain readiness. My mistake. You should make Spain army have more troops at the Portuguese border since war declaration will be in almost all cases be from the allies and operating from Portugal. The line of text below refers to London being in allied hands. #NAME= DE 874 - Vichy French Join The Axis (AI - 100% Yes) #POPUP= Führerhauptquartier %N%NMein Führer, Foreign Minisiter Von Ribbentrop has reported that the Vichy French Government could be pressured to Join The Axis Alliance, and there is a possibility that the Vichy states in North Africa could follow suit. The Vichy French are not well equipped however, so the Vichy French will require supplies from Germany if they are to declare for the Axis. %N%It should be noted that Mussolini is not aware of the secret negotations and will be undoutedly furious if Italy will be asked to fight along side of the French. If Vichy France should join the Axis in this scenario then Italian Morale will suffer. %N%Mein Führer, should we send supplies to the Vichy French and have them declare war for the Axis? It will cost 175 MPP for 3 Turns. #IMAGE= #SOUND= teletype_1.ogg, teletype_2.ogg #FLAG= 1 #TYPE= 1 #AI= 0 #LEVEL= 0 ;Set global variable condition to always trigger (dummy value) #GV= 1[1,100] ;Set link value to Dummy #LINK= 602[1] #COUNTRY_ID= 45 #TRIGGER= 5 #DISPLAY_ORDER= 0 ; Set decision value #DECISION= 874 #MPP_UPDOWN= -150 #MPP_TURNS= 3 #MPP_TEXT= Military Exports To Vichy France #NOTES= %N%NIf you select (Yes) to this decision Vichy France will join the Axis and will deploy a Mechanized Division and a Tank Division at Vichy as a result of the military imports from Germany. Mussolini will be shaken by the move and Italian National Morale will decrease by 1,500 points. %N%NThere will also be 50% chance that additional Vichy French states will follow Vichy France in declaring for the Axis. #NOTES_POSITION= 193,109 ; Set AI acceptance % (AI will not accept 100% of the time) #AI_RESPONSE= 100 #AI_RESPONSE_POPUP= #DATE= 1941/01/01 #TEXT_RGB= 0,0,0 #SHADOW_RGB= 0,0,0 ; London is in Allied hands #ALIGNMENT_POSITION= 173,74 [1] ;Set National Morale Trigger (dummy value) #NATIONAL_MORALE_TRIGGER= 0 [0] ; Set variable conditions: ; 1st Line - UK politically aligned with Allies and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] #VARIABLE_CONDITION= 59 [1] [100] [0] #VARIABLE_CONDITION= 118 [1] [0] [0] #VARIABLE_CONDITION= 4 [1] [0] [0] #VARIABLE_CONDITION= 40 [2] [100] [1] #VARIABLE_CONDITION= 99 [1] [100] [0] #VARIABLE_CONDITION= 115 [2] [0] [0] ; Dummy condition position (always satisfied) #CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0] } I applaud your efforts to make other Axis strategies viable. But looking at our game unit lost count vs the current AAR of Taxman & Irishguard (Taxman being essentially wiped out but with something like half the casualty I inflicted) I'm not entirely sold its a thing that can be fixed via decisions.
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