Does this mean both sides are now severely restricted in the mud turns, and not just the Germans as is the case in the game I currently play? A thorough changelog would be nice, so we know everything that is changed.
Once you finish the weather changes and such, I hope the briefing (or a document) tells a bit more about what the players can expect during the game, as my opponent (playing Germans) was somewhat surprised in October
October is more nasty for the germans as they have longer supply-lines. If you send me the savegame I happily look if it is too harsh.
My apologies for updating so often, perhaps I should try to have one beta and one permanent file rather then updating the current version so often.
Assault Guns work now, thanks to some bug-spotting by a player.
Throughout the mud turns both sides are at peace now, enabling both to catch breath a little and reorganize. It works better and is closer to history as with the old rules taken from the GPW, the Russians had a severe advantage during mud.
< Message edited by TheArchduke -- 6/20/2009 10:20:54 AM >
I can certainly confirm that the advantage in the mud turns was pretty big, thats for sure. Might be starting a new game fairly soon, is the most recent file somewhat "finished", or do you have more changes coming up the next days?
Nothing wrong with frequent updates, as long as we know roughly what has been changed between versions
March/October Enforced peace, 200 Movement costs (also for supply)
And November to February, Winter with 150 Movement costs. I am considering a small combat penalty for both parties in winter as well. Not sure about that right now.
I would love get my hands on progressed savegames or finished games, so I can compare games!
Posts: 505
Joined: 10/12/2007 From: Cardiff, UK Status: offline
I am the player that was playing the Axis against Appren. Firstly can I just say that I have been playing Appren for over a year now in various games of AT which he almost always wins. He is clearly a more skilled player than me and I am still learning a lot.
With regard to the Barbarossa scenario however I do think it is imbalanced in favour of Russia (It is a great scenario though). I started off with a lot of troops but within just a few turns Russia was able to go on the offensive. I wasn't even able to take Kiev or Odessa! Russia I feel gets too much production and units at the beginning. I only had 3 mud turns but this crippled me really bad. I could not get reinforcements to the front. Troops could only move 1 hex, air was useless if it was more than about 4 hexes from target and supply to all units was varied from green to red. Whilst this reflected well about the Russian winter the Russians seemed to have no penalties and just walked over me. Also I played the card +5 production and all it said was that Lend Lease to Russia starts (but I am Axis). Even though I am the worse player and perhaps not hoped to take Moscow I thought I could have at least reached Lenningrad with AG North.
I hope you stick at updating this scenario as overall it is really good and enjoyable .
The october turns are tricky. The previous version (big German penalty) was absolutely devastating for the Germans, while the current version (4 turns enforced peace) isn't quite optimal either. I am sure there was some combat done in that period? Seems hard to balance, but I guess we'll see how this game plays out.
Having great fun with your magnum opus. The Wehrmacht advanced steadily the first four weeks (it's the end of the 13 July turn), against a very capable Russian PBEM opponent. Although the German maneuvers are not bad either, am having a very difficult time maintaining an historical rate of advance.
German spearheads are (AG North) past Riga, Dvina, before Polotsk, (AG Center) trying to encircle Minsk, (AG South) knocking on the door of Kiev and Odessa. AG North and Center are quite slow compared to the spectacular advance of 1941. By 16 July, historically, AG North had passed Pskov and AG Center had already reached Smolensk.
My concern in Barbarossa, is that the German movement bonus does not appear to have been maintained after the first turn. Since the alternative (and also great) GPW mod allows German movement and combat bonus for the first four turns / weeks, had you considered an increase in the bonus?
Thanks for a great mod. BTW, am now running the complete 22 June OKH Order of Battle with historical designations in your mod (after a few hours of reasearch and renaming units). Your at start division allocation was actually very close to history, although I see that you transferred the leg infantry formations away from the Panzer Groups.
The challenge now is to form the over two dozen German divisions (and a few Italian and Hungarian ones) that historically arrived as reinforcements by the end of August. I can e-mail you the current save file if you wish to take a look at all the unit designations.
Historical OOB would mean the names of the Generals for the Armies and Divisions. Problem is the player must change it by himself like in the GPW.
4 turns movement bonus was too much in the GPW imo. It didn´t make any sense to offer resistance at Kiev/Odessa whilst in reality the Russians resisted for quite some time around there.
If you send me savegames with your pass, I would love to check it out.
TheArchduke beat me in our game. I did the mistake of underestimating the winter, and I'd say I was too much thinking of Russia 41 when considering my deployment. All the Germans had to do then was to pull back 2-3 hexes per turn, but the Soviet tank divisions crushed me.
How many weeks does it take before captured Russian production cities start helping the Germans? Riga is still not putting out after two weeks :-(. Also, will the balance be reworked significantly from the current version? Perhaps we should stop before investing more time in our current game.
The biggest quirk in Russia 41 in my opinion was that the russian cities enhanced german production. So recaptured cities hit the German double. In my scenario the only gain will be VP and through that PP per turn which is only a fraction.
Have no fear, I included a little equalizer system in the next version.
- Kiev raised to 25k production. - Stalino and Pskov now 10k production cities. - Added a Baltic Volunteers production in Riga (German). - Added a Cossacks production in Dnjeprvostok (Axis Minor).
- Stugs got their own symbol and different pictures for all tech levels. - Reworked some pictures, made them smaller and png to save up space.
- Fighter and Bomber cost 3000 PP to build now. - Fighter research cost doubled.
- All Fortresses near Leningrad now destructible. - January 43, the Germans see a 20% increase in production, as they prepare for a drawn out war. Not much still compared to the 15% increase of the Soviets in January 42, 43 and 44.
- All 4 main fronts of the Soviets got only 5 trucks instead of 10 making strategic retreats in turn 2 less easy.
- Both Talinn and Rostov give one of their VPs to Pskov and Stalino.
- Both regimes now have tank destroyer 1 researched.
- Scout and Levelbomber research cost halved. - Range of HQ 100% is now 4 instead of 3 to reflect the big map.
- Added 60 Paratroopers to AG South - Added 4 Tankdestroyers to the tank divisions of both armies.
- Changed desc to reflect changes.
- Enabled a handicap/Boost for both regimes.
- Destroyer II, III and Carrier IV made unresearchable.
- Koenigsberg moved to the coast.
- German aircraft moved a bit forward.
- Two axis minor tank divisions added, one italian and one romanian. - Two italian infantry divisions added.