Jump to content

Piumarcobaleno

Members
  • Posts

    109
  • Joined

  • Last visited

    Never

Everything posted by Piumarcobaleno

  1. Sure, take away that rule.. So here's a futile skipping of a futile rule
  2. I don't think, Bill; it will be easy for an Axis Human Player to notice that 2 polish corps have fled from the onslaught, and without supply to reinforce them, max poland can hold on one or two turns more than usual.. It's an Ai-only gambit
  3. Engineer units allow you to counter the effects of fortified lines: in the combat section i will introduce a ratio between the number of units you can use in an attack and the number of engineer divisions you need to counter fortifications; remember that tanks, divisions and whatever else indicated after units names are only representative: i'm not a military expert, so maybe numbers of units and vehicles are totally out of reason; i believe anyway that tanks weren't running around alone, so it's obvious that even in a tank corp\division there will be a certain amount of regular troopers; given that this game is made by an rpger like me, you can decide the exact order of battle, i believe that there isn't a big game impact either making tanks in separated battalions or distributing them in regular divisions (german vs. french), so just think it how you want; since units don't fight like SC one against the other, but all vs. all in a big melee (each turn represents three months, so i believe that a general "front" fighting is more believable), obviously a single marines division against a regular infantry army wouldn't have much chances. Hope to have answered to your questions. Soon Tech and Combat! [ May 07, 2003, 12:52 AM: Message edited by: Piumarcobaleno ]
  4. With the surrender of England in 1940, Germany would probably have eaten Urrs in the sequent years, and without suffering the bombings on the western front, probably she would have defeated Urrs. Not to speak about the (probably) missing Lend Leases once Uk\Usa were out of the war.
  5. Map isn't an issue; i used an old SC map found in some forum back in time, but u can use almost every european map you can find, admitted that you can trace a few black lines on it I'll see if i can post a shot of the map i am using, else i'll give directions on how to draw one.
  6. Coming up: Research and Fighting strenghts ! PS: If anyone has suggestions in order to tweak the game system, just let me know.. this, all in all, it's a beta!
  7. Lend Lease & Supplies With this option a nation can send reinforcements, men and vehicles to a friendly nation. Every 5 Mpps spent in these helps, the target nation will receive 4 additional Mpps during the beginning of the NEXT turn; if there's a land connection between the supplier and the supplied, like Italy/Germany, helps would be automatic; if this is not the case, like between USA and URSS, it must be used a Mercantile Convoy every 10 Mpps sent; this convoy would be under normal naval interception rules. NB: Sequent numbers of men, vehicles or ships are just representative: one unit of "Battleship" fights as one battleship, two units of "Destroyer" fight as twelve destroyers. Just to give you an idea about numbers. C) Navy These expences allow the building of ships, both militar and mercantile; these costs are refered to the basic versions of the various ships, note that these will be modified by technological innovations. - Battleship, one ship, 30 Mpp - Cruiser, one ship, 25 Mpp - Battlecruiser, one ship, 25 Mpp - Surface Rider, two ships, 20 Mpp - Destroyer, six ships, 20 Mpp - Carrier, one ship, 35 Mpp - Mercantile Convoy, fifteen ships, 15 Mpp - Sub, two ships, 18 Mpp - Shore assault fleet, twenty ships, 25 Mpp D) Mechanized Vehicles These expences allows the building of heavy land vehicles, from mechanized artillery to battletanks divisions; this costs too are subject to later increases due to research. - Mechanized Infantry Corp, three infantry divisions, 120 battle tanks, 12 Mpp - Mechanized Infantry Army, four infantry divisions, one engineer division, 300 battle tanks, 20 Mpp - Tank Division, 350 battle tanks, one mechanized artillery battalion, one light vehicles battalion, 16 Mpp - Tank Corp, two infantry divisions, one engineer division, 500 battle tanks, three mechanized artillery battalions, 22 Mpp E) Economy Putting Mpps into his economy, a nation could raise her Mpp base; every 5 Mpps spent the overall Mpp will raise by 1 point, that could be placed at player's will in a province of his choice. F) Aviation Fundings in this cathegory will allow the building of airforces of various kinds, always under tech development rules. - Interceptors, fighters for defensive escorts or air supremacy, they can act only in the province which they are based into, 500 planes, 20 Mpp - Long Range Fighters, for escorts and air supremacy, they sacrifice part of their dogfighting abilities to buy some extra range; they can fly up to 2 zones away from their base province, 500 planes, 22 Mpp - Dive Bombers, for direct assaults on enemy forces; they can fly up to 1 zone away from their base province, 400 planes, 20 Mpp - Tactical Bombers, air-ground attacking devices, can target ground units or tactical places; they can fly up to 2 zones away from their base province, 400 planes, 22 Mpp - Strategic Bombers, air to ground bombing planes, they are most useful when damaging industrial output of a province; they can fly up to 3 zones away from their base province, 200 planes, 25 Mpp G) Infantry This cathegory holds all kinds of ground troops that have little or no vehicles at his disposal; always under tech rules. - Infantry Corp, three infantry divisions, 8 Mpp - Infantry Army, four infantry divisions, one engineer division, 12 Mpp - Garrison Corp, two reserve divisions, 6 Mpp - Militia Corp, two emergency divisions, 5 Mpp - Engineer Division, 7 Mpp - Paratrooper Division, 9 Mpp - Marines Division, 8 Mpp [ May 07, 2003, 12:54 AM: Message edited by: Piumarcobaleno ]
  8. The game is based on 2nd world war, but i suppose that it could, with obvious tweaks, be able to reflect every age of modern warfare, from age of rifles to nowadays. In the game each turn represents 3 months, so every year a spring turn, a summer turn, an fall turn and a winter one, exception made for 1939, where no spring and summer turn occurs, but only a setting up turn before fall and winter. Every nation in game has an income, called MPP, BMP, or what else you like. This is an "overall-like" income, i decided to represent manpower and industrial limits of each nation not including them as expendable resources, but as minimum and maximum expendable percentages. Each nation has ratings in eight categories: Lend Lease & Supplies (LL&S), Navy (N), Mechanized Vehicles (M-V), Economy (Ec), Aviation (Av), Infantry (Inf), Research & Development (R&D) and Diplomacy (Dip). Every turn the nation HAS TO expend his Mpp as asked by her minimal percentages, and CAN expend his Mpp no more than her maximal percentages. These are the ingame nations: Nation: Urss Mpp Overall: 130 Mpp by provinces: -Caucasus 52 -Urals 26 -Each other province 6.5 Diplomatic position: +10 LL&S: 0%-5% N: 0%-10% M-V: 5%-20% Ec: 0%-40% Av: 0%-10% Inf: 15%-60% R&D: 5%-20% Dip: 0%-5% Nation: Germany Mpp Overall: 200 Mpp by provinces: -Ruhr 100 -Each other province 50 Diplomatic position: +100 LL&S: 0%-10% N: 10%-30% M-V: 5%-30% Ec: 5%-30% Av: 5%-20% Inf: 10%-30% R&D: 10%-30% Dip: 0%-15% Nation: France Mpp Overall: 110 Mpp by provinces: -Eastern France 40 -Western France 30 -Southern France 30 -Palestine 5 -French North Africa 5 Diplomatic position: -55 LL&S: 0%-5% N: 5%-20% M-V: 0%-15% Ec: 5%-25% Av: 0%-10% Inf: 5%-25% R&D: 0%-15% Dip: 0-5% Nation: United Kingdom Mpp Overall: 140 Mpp by provinces: -Northern England 60 -Southern England 50 -Western British Egypt 5 -Eastern British Egypt 5 Diplomatic position: -45 LL&S: 0%-20% N: 20%-60% M-V: 0%-10% Ec: 5%-30% Av: 5%-20% Inf: 5%-20% R&D: 5%-30% Dip: 0-15% Nation: Italy Mpp Overall: 80 Mpp by provinces: -Northern Italy 30 -Central Italy 23 -Southern Italy 12 -Western Libia 10 -Eastern Libia 5 Diplomatic position: +85 LL&S: 0%-10% N: 10%-40% M-V: 0%-5% Ec: 0%-20% Av: 5%-20% Inf: 10%-35% R&D: 0%-15% Dip: 0-5% Nation: United States Of America Mpp overall: 200 Diplomatic position: -15 LL&S: 5%-30% N: 5%-30% M-V: 0%-20% Ec: 20%-60% Av: 0%-20% Inf: 5%-25% R&D: 10%-50% Dip: 0-5% Nation: Commonwealth Mpp overall: 60 Diplomatic position: -40 LL&S: 5%-25% N: 5%-20% M-V: 0%-5% Ec: 0%-15% Av: 0%-15% Inf: 5%-30% R&D: 0%-10% Dip: 0-5% Nation: Japan Mpp overall: 90 Diplomatic position: +70 LL&S: 0%-5% N: 10%-50% M-V: 0%-5% Ec: 0%-45% Av: 5%-20% Inf: 0%-10% R&D: 0%-35% Dip: 0-5% Secondary Nations Portugal, 10 MPP, +20 dipl. Spain, 50 MPP (25 e 25), +35 dipl. Switzerland, 20 MPP, +15 dipl. Low Countries, 20 MPP, -30 dipl. Ireland, 10 MPP, -5 dipl. Norway, 20 MPP, -10 dipl. Sweden, 35 MPP, +20 dipl. Finland, 15 MPP, +25 dipl. Yugoslavia, 20 MPP, +10 dipl. Greece, 15 MPP, +5 dipl. Bulgary, 10 MPP, +20 dipl. Hungary, 10 MPP, +20 dipl. Romania, 30 MPP, +20 dipl. Turkey, 30 MPP (10,10,10), 0 dipl. Iraq, 25 MPP, +5 dipl. Denmark, 10 MPP, 0 dipl. Baltic States, 10 MPP, 0 dipl. Poland, 20 MPP, -15 dipl. As you would have noticed, some nations have no provinces; casually, these nations aren't shown in the usual european warmap. These three powers (USA, Commonwealth and Japan) fight the war from a different point: Commonwealth first and USA then are in game only to commit reinforcements to UK\France, so they don't need provinces, thus they can NOT be attacked with ground troops. But we'll come back to special nation rules towards the end of this rules book. Now let's see how a nation can expend his Mpps. A) General Expenses These are expenses outside the categories given before, so there's no real limit on the percentage of his income that a nation can spend there. -Attacking a province costs 10 Mpp; -Keeping supplied an attack launched in the earlier turn costs 5 Mpp; -Defending a province costs each turn costs 5 Mpp; -Declaring War to a secondary nation costs 10 Mpp, declaring War to a major nation costs 25 Mpp; -Fortifying a line requires units free from duty (thus who started their turn in the province under fortification and who aren't moving anywhere) costs 10 Mpp par level of the fortification (1st level 10 mpp, 2nd level 20 mpp and so on, no level can be built unless the level before has already been built); each line defends from attacks coming from only one territory; fortifying on borders with more territories counts as another fortification. Maximum level of fortification is 10. Fortifications coming into play in fall 1939: .Malta, Giblatar, Sevastopol: lvl 8 from each side of the coming attack .Maginot Line: lvl 5 defence in Eastern France from Ruhr province. .Sigfried Line: lvl 2 defence in Ruhr from Eastern France Province.
  9. Shaka, i can't promise anything, but i'll give it a try.
  10. No hex-based, JJ! Game is based on a European map, divided in "fronts". So France is divided in 3 parts, Eastern France from Paris to the Maginot, Vichy France (you know what this is!) and Western France what remains. So you can have all the "stacking" you can muster Additionally, each unit has Attack, Defence and HP values, where attack is a dice value, while defence and hp are fixed; i found this setting more interesting and amusing than fixed force tables and so on.
  11. On this topic, i have to say only one thing. Lately i have written a paper game on 2nd WW, based somewhere between 3R, SC and other similar games, but i came out with a new economic style. Each nation produces a set amount of points (in '39 scenario i gave 200 to germany and usa, 140 to uk, 60 to commonwealth, 110 to france and some less to italy and japan), but each nation has a different percentage of points expendable in a few directions. I mean, urss can use up to 60% of her points in infantry units, up to 30% in industrial powering up and so on with tanks, navy, air, diplomacy, supplies and lend leases. Not only, some nation has minimum requirements: for example, USA has to spend at least 10% of her earnings gearing up industries, while Germany, for her military doctrines, has to spend 10 or 5% in navy, air and tanks. We made a couple of tests, in one USA entered the war in summer 1940, so i had to tweak a bit diplomacy issues, but now i believe the system works correctly... (by the way, in the other test i was france, the german player opted for a direct assault on the maginot, that allowed me to resist much longer, but in the end his tanks are reaching Paris...) Hope this is of some interest.
  12. Hey what's up with this tournament? Everybody flees in front of Terif? I'd say that russian units can attack only adjacent units, to stick to CvM house rules. In my opinion transport should be allowed to land only in friendly ports, but that's the Churchill's Turkey Gambit, so i don't know on this matter.. On the rocket's matter, i'd say that every rocket unit should stick to his front: German one in russia or in france, Austro-hungarian in russia or Italy; was Turkey having such a big gun? Maybe turkey shouldn't be allowed one. I'd say italian units could not be moved until one or two months before the DoW, and no unit could be built in italy before i'd say two or three months, but maybe history is against me on this point, i don't know. To fix usa's problem, i don't know; maybe relocating her russian resources in urals\northern cities (Helsinki, Leningrad, thus making it easier for the axis player to avoid passing next to them and conquering them.
  13. Game is to be played on 1.06 or on 1.07? Let's fix this; i know that it fixes mostly airpower issues, but i haven't installed 1.07 yet, and i wish to know if i have to do it now because the tournament is in .07, or not, to avoid having to reinstall the game with .06. ALSO If everybody puts in a sixth french army, shouldn't her be named in a common way? I supposed that "6th Army" would be fit. ALSO So it's not allowed to develop rockets and subs, that are already available to field? ALSO If USA enters the war, russian "green" resources what will do? Will the Central Powers player be allowed to try to grab them? [ April 27, 2003, 11:29 PM: Message edited by: Piumarcobaleno ]
  14. My opinion on Terif's issue is that no country could be DOWed, except ones that joined the war later.
  15. I'd like to sign up for the tournament (sounds like a weak one should fit!). By the way, tournament games will be played with 1.07 or 1.06 versions of SC? [ April 27, 2003, 06:14 AM: Message edited by: Piumarcobaleno ]
  16. That's a good point, but you should remember that in many games where u can ally with AI, you get all the time yelling "why the hell has he declared war", or "sued for peace", or "moved like that". The real problem is that you can hardly explain yourself with the AI. Anyway, on this setting you will find "Fields of Battle", an abandonware game based on 1st world war, very interesting: there are 6 playable countries, uk+france+italy, russia+balkans and northern africa vs. germany, austria\hungary and turkey, every player can use one to three from one side, and you can set the AI handling the others; say, you are germany, your friend A is russia, and another friend is turkey, everyone else is AI. It's a very good game, with different settings, worth the little time of download from www.the-underdogs.org (look for it in the search engine as "fields").
  17. It happened to me once, allied took lc and stopped me in france, i attacked Iraq, Norway and Denmark and my 3 minors weren't in by february '41, when i had to surrender.
  18. Yep, some sentences are truly fascist-like.. Besides, there's a tribute even to the italian Folgore, never hoped to see something like that
  19. Yep, the funny thing is that i pointed out NO idea in my previous post, it was just a joke that Urko misunderstood.. Power of the word
  20. Well, no difference, only a more "commie-like" point distribution, no? We could say that every time someone wins, everybody in the ladder go up one rank, and every time someone loses, everybody in the ladder go down one rank. And if a ladder player gets ill, he goes up one rank, and when he's 60 years old or more he goes up one rank a week; last but not least, when a ladder player declares war to Iraq if France is still in play, Chiraq will say NO.
  21. That's why denmark has NO need for sea transport to reach; but i remember you that the Channel is a lot WIDER than Messina's Strait.
  22. I mean that in that point there is a constant flux of transport ships for commercial goods and trade between Sicilia and Calabria, and the two cities on the strait, Messina and Reggio Calabria have good sea facilities; plus since there is an actual plan for a bridge several kilometers long between the mainland and the isle, that's much more of what u can say of Greece\Crete, no? Nowadays, for example, there's a boat every 30 minutes, that can carry a vast number of men and cars; so u can suppose that in a 1,2 or 4 week turn it's accetable that a corps or an army could cross the sea without an additional expense. Obviously u can be the "allknower" another time. [ March 19, 2003, 08:40 AM: Message edited by: Piumarcobaleno ]
  23. Sicily is connected by a continous flux of transport ships to italy, so you can say that there are already big numbers of ships there, so u don't have to pay for transporting the units, but if an allied fleet is waiting for you in the middle of the sea, obviously you cannot rely on common merchant ships, that would be annihilated rapidly; either consider that the same works for denmark.
  24. There's a forum, called Opponent Finder Forum English speaking players, where you can find opponents. One of the two hosts, and posts his IP, so the other can join him (both "new" and "join" are in the "tcp\ip" option on main screen), assumed you have at least 1.05 or 1.06 as version. I don't know about the 233, but if u can play solo, you sure could play on line..
×
×
  • Create New...