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SMG42

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Posts posted by SMG42

  1. Please have a look at these 2 gameplay problems:

    1. Partisans in their home country are out of supply. Example: Yougoslavian partisans just starve and are used as target practice for the newly formed German units.

    PartisanOutOfSupply.jpg

    2. Capture of Paris thanks to a bold German counterattack lead to the conversion of all American controlled tiles in France, thus unsupplying the whole of the American army.

    ParisCapturedAgainByAxis.jpg

  2. point taken Chris and others. I recognize I forgot about hiwis.

    As for the ost batallions on DDay, I differ. They performed badly, there is always the possibility of an exception, I won't deny that.

    I still disagree about the initial post (on this thread or another) where it was said that the majority of the garrisoning units where not german ones. Perhaps midly true in Russia, but definitively false in all western europe.

    And I'm not speaking here of militiamen like the ones of Vichy either.

  3. Originally posted by JerseyJohn:

    Brother Rambo,

    During the war, most of the Axis occupation troops weren't German. In the east they were Ukranians and Balkans. There were also French and Spanish in German uniform along with non-soviet Russians other than the Ukranians.

    In 1944 there were something like 12,000,000 Axis troops in Europe, and most of them weren't Germans.

    Axis second line occupation troops makes a lot of sense.

    sorry, its plain wrong.

    French men under german uniforms were in the SS (FrankReich brigade then Charlemagne division). They were elite units (the remnant of these french SS fought in Berlin in 45)

    Spanish volunteers were in the Azul (= Blue) Division on the ost front. That's all.

    You can add ost battalions also, russian POW gathered in small units, with a core of german watchdog soldiers, they fought very poorly and were not used for police/garrisoning.

  4. After some PBEM, where I noticed that neither my opponent nor me built armies and preferred corps, I would like to know what is your position, you the players smile.gif on that.

    For me, armies are slightly less advantagous, if you take into account all the cons and pros, compared to corps.

    My position would be to reduce a bit their cost. Something like 100 MPP for a corps and 185 for an army would balance the thing I would say.

    Debate open, fire away!

  5. Originally posted by TaoJah:

    I was a bit surprised by the fact that you don't get the 40% discount if your unit dies out of supply, that's plain silly, I think !

    its realistic, shattered divisions always had a certain amount of "cadres" still alive (veterans soldiers and subofficers) that sped up greatly the training of new recruits. Not so if the division is trapped and everybody sent to prisonners camps.
  6. its ok for me now that I got the explaination. Reread the first 3 posts, it makes senses.

    A related question, with the russian winter event: when it strikes, it reduces to 0 the captured russian cities, right? So if I have an HQ on a city, after one turn of supply level 5, I'm already at 8 right?

    If yes, then its not how I would have implemented the russian winter smile.gif It would have been preferable to divide by 2 the readyness of enemy units in russia.

  7. Hi,

    I have a problem understanding the supply rule. I have read the manual several times on that part, and the situation I suffer from is still unexplained to me.

    I have Manstein HQ at a 3 squares of Kharkov (that I control), all the squares in the region are mine. Kharkov is level 3, as it suffered from russian winter event.

    Still my HQ is at supply level 5. The manual says that if you are in range of a city of level 1-5, you have a supply level of 8.

    I first though that it was the mud effect, but even halved, German HQ have a range of 6 giving 3 in mud, and I would still be in range.

    And anyway, I have my Finn HQ tracing back supply to Helsinki, 6 squares away, all in mud...

    The sole explaination that I see is that the manual is incorrect.

    Another question, why sometime even at level 5 Tobrouk don't accept unloading units?

  8. good point to raise, as it screwed my opponent playing Germany in our pbem game.

    The problem stems from the fact that the script that increase the % of USSR is silent, meaning you don't get any clues of why it trigger.

    If you check the script file, you see you have to have one unit in Warsaw, one in Koenigsberg, one in tile 94/17 and one in tile 96/17 (you can be adjacent to these tiles too).

    Also, you should not have more than 6 units in Poland what's more.

    Basically, its bad. An average player can't possibly know what is the proper Soviet garrisoning to be done, so is screwed. The script should be revised to something more straightforward, with a warning to Germany what's more.

  9. I would like to be sure to know how MPP are earned from conquered countries.

    Lets take the example of Norway, tell me if I'm right:

    Germany would get:

    2 level 5 town = 20 MPP

    1 level 5 capital = 20 MP

    2 levels 5 mines = 30 MPP

    For a grand total of 70/turn. Is this right?

    And if England liberate the country will it goes to UK or be splitted between allies? First in, first served?

    last question: is it possible to give MPP to another country?

  10. I find that naval units repair cost, tied to the initial cost is far too high to be realistic (I know Blashy will say everything is perfectly balanced ;) ).

    I can understand why repair 1 pt in a CV cost so much ,as they have the lethality of a fighter air force. But for a badly mauled light surface (the one who hunts subs), having to pay what you get during 2 turns as UK is simply overboard.

    Thats being said, naval units have also a far too high cost. From a historical point of view (the Graf Zeppelin, even if considered with various minors ships as assets costing the price of 2 panzer korps? Come on!), and from a gameplay perspective: Take for example the price of a brand new U-Boot. 200 MPP if I'm not mistaken. How much players will play the Battle for the Atlantic in this game considering this huge cost & the numerous (even if pricey) DD the Allies has from the start?

    Frankly, I don't think many. Add to that few if any will also build new ships or subs, and you get a convergence of hints that can lead you to think that something is not properly modelled here.

    Unless you tell me that Germany never build a new U-Boat (too pricey), repaired none (too pricey), or the Allies never build a new light ship (too pricey), or even repaired their damaged units. Even Germany repaired continuously their BB units when damaged (see the Tirpitz in Norvay). For me, ship repair should be slow and free, and not fast and costly. Something like 1 point repaired each turn or every other turn for BB/CV would be a far better rule.

    So my position:

    a) cost of all ships/subs divided by 2 or even 3 (and don't tell me players will by tons of new CV, it asks for a 18 months gestation time!)

    B) repair is free, at the rate of 1 pt each turn, except for CV&BB, where its 1 point every 3 turn free, and the possibility to pay as the regular rule to increase by 1 pt/turn if you want to spend the bucks.

    finished my rant ;)

  11. If its not clear from my previous post, my Russians are now at war against Germany with 0 techs in infantry and AT. Basically the game is over, a pity really as I don't have made major strategical errors, and had just a big stroke of bad luck with tech accrual.

    It reminds me of the wargames of my youth were you can say screw the entire war on a dice roll (a very important attack like Pearl Harbor eg, where you are Japan and roll a double 1 with your 6-sided dices).

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