Fungwu
Posts: 161
Joined: 8/22/2007 Status: offline
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quote:
ORIGINAL: Karri I've been thinking of another way to deal with shock. I assume Event Engine Variable is not used for anything right now in the scenario. So, assume that the EEV starts at 100 on turn 1. It decreases by certain events and/or by turn. It can be increased by capturing cities. So we would simply assign a soviet shock value for each EEV value. Or perhaps an Axis shock value(increases shock naturally)? The problem is however mud period, offensives, other events etc. we would need a way around those. Now the point would be to force the Soviets to defend forward, or at least use far more 'speed bumps'...for example early capture of Kiev would cause shock penalties for Soviets. Right now the Soviets can simply abandon everything west of Leningrad-Smolensk-Dnepropetroskov -line without worrying about anything. Or perhaps tie it down to production, ie. not all factories were evacuated...? This is the EEV system from DNO: (For those who don't know Drang Nach Osten, same map same scenario, but only goes till FEB 1942) 3.1 Escalating German Momentum • The Event Engine Variable (EEV) is essentially an abstract expression of Soviet morale. A high EEV can cause Soviet shock penalties as well as increase the possibility of sudden death if Moscow falls; as well, possible Turkish intervention is keyed to EEV levels as detailed below. The EEV level at the start is zero. • The loss of specific key cities will increase the EEV variable by a range of percentages, usually expressed as three possible integers. Essentially: the faster the Germans take one of these locations, the higher the EEV increase. • Every city which figures into this complex matrix has an asterisk (*) after its name on the map and is listed below for reference. • A possible German sudden-death victory at the time Moscow is captured has its % chance of happening directly keyed to the EEV level at that moment in time. Whenever the Kremlin falls to German forces the month this occurs in is compared with the EEV level to generate a probability roll for sudden death. In other words: the higher the EEV percentage, and the sooner the capture of Moscow, the more likely the Soviet state will collapse. Secondly, if the EEV level reaches 100 there are Soviet shock and pestilence effects detailed below. • Soviet EEV cities are listed with the turn for capture from left to right indicating 12%/8%/4% increases; for example, capture of Minsk on turn 6 will give the Axis an 8% EEV increase: City Turns 12% / 8% / 4% --EEV increase Minsk (67,95): <3 / 4-8 / >8 Kiev (83,134): <19 / 19-27 / >27 Odessa (84,175): <17 / 17-25 / >25 Smolensk (101,88): <10 / 10-15 / >15 Dneprpetrovsk (120,156) <26 / 26-32 / >32 Kharkov (129,140): <29 / 29-36 / >36 Orel (129,109): <26 / 26-32 / >32 Tula (140,94): <31 / 31-39/ >39 Leningrad (93,32): 30% at all times Sevastopol (106,198): 15% at all times 3.2 German Victory • Capture of Moscow prior to turn 30 results in a German sudden-death victory under all conditions. Capture of Moscow after turn 55 (1942) has no effect for sudden-death purposes. • The following table lays out the probability-roll used at the moment the Germans capture Moscow from turn 30 to turn 55. The columns fall into two groups along the top representing an early capture of Moscow (turns 30-43), and a late capture (turns 44-55). The vertical list to the left is the EEV level used at the moment of capture to generate the probability: EEV turns 30-43 turns 44-55 50 20% 10% 60 30% 15% 70 40% 20% 80 50% 25% 90 60% 30% 100 70% 35% • NOTE: If a probability sudden death occurs the game will not end. The Axis will receive a Theatre Option indicating Stalin has offered peace terms. It is up to the players to negotiate whether they wish to ignore this and continue at this point. At the very least the Axis player can copy the result in the Recent News as proof of his decisive victory; however, it is finally the German player’s call in this event: he earned it, and can flip the switch to end it if he so chooses. • After the fall of Moscow there is a variable turn delay before the sudden-death roll and results: this is to prevent unscrupulous Axis players from restarting saved games endlessly to attain the result. Anyone who attempts this is not worthy of this project and should command nothing more than a punitive battalion (!). 3.3 Fall of Moscow with No Sudden-Death • In addition to the above, in the event of a failed sudden-death roll with the capture of Moscow at any point, or if the players decide to keep playing anyway, there is a sliding scale of possible pestilence and shock which will affect the Soviets for 6-10 turns (variable) following capture of Moscow. Percentage after the figure indicates the probability of that event happening. Turn Pestilence level/% Shock /% 30-40 3/80 90/80 41-50 3/60 90/60 51-60 3/40 90/40 61+ nil nil • Note: Pestilence is a percentage of available equipment that is subtracted from every weapons category, in every unit, every turn. In this case it represents disintegrating Soviet command control and increased desertions. Thus the capture of Moscow on October 31, which FAILS to result in sudden death, will mean there is an 80% chance of 3% pestilence and 90% shock (each odds-roll done separately). • To sum up: the fall of Moscow from turns 30-55 in the game initiates three separate rolls for effects: 1) sudden-death; 2) pestilence; 3) shock penalty. 3.4 EEV Level of 100 Causing Soviet Shock & Pestilence • If the EEV level reaches 100 Soviet forces will suffer 90% shock for 5-15 turns variable; Soviet forces will also suffer 4% pestilence for 5-15 turns variable. Both items are implemented separately.
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