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Scook

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Everything posted by Scook

  1. Operational movement for Russia was pretty high in the war, that's how Uncle Joe got so many troops to Kiev to get encirlcled (true story). The rolling stock allocated just for military use could move (I think, have to go see if I can find my research) 16 armored divisions at a time, and if they commandeer all the stock they could, they could move close to 24 armored formations, or about 60 infantry divisions. This is from memory of about 15 years ago, so don't take this as gospel. Rail lines on the Eastern front scenario make sense, and pretty well everything on the Soviet side will go through Moscow. Moscow is the only city to have a direct link to every major city (essentially 6 rail lines. Soviets could move a lot of stuff, but in only a few limited directions. Don't forget Russian rail lines were not the same guage at the rest of Europe. German engineers had to retool every last foot of rail to be used by them, and the Soviets likewise on the drive back. As for the Soviet tank upgrade problem, I feel you pain. The one thing the USSR learned from the Finnish invasion is their tank formations were just this side of useless. At the outset of the war, all the Soviets were in division formation still. They were all slated to be reorganized into Tank Corps formations, and those into the Mech and Tank armies. What I was thinking is take the Rocket slot, and make that the Tank Divisions, give them weaker attack, defense, and movement. Set how many can be built to 0, and then pop your divisions on the board (think it's, what, 13 or 16 formations?). So, as they are eliminated the Tank Divisions will count from -16 to 0, and you can't build any more of those formations once eliminated. You can upgrade them still, yes, but once gone, they will never be seen again. Then, you can have your Mech units on the tank builds line, with all the formations there to be built and rebuilt. I am not sure if this would work, but I think it would help if it did.
  2. Do you hear that sound, Mr. Rogers? That is the sound on inevitability. Your mod is destined to be played by the likes of me.
  3. Pacific mod that was supposed to be out is way overdue, so as of now, there is no Pacific game. I really dont want to think about attempting right now, that map will be a bear to do.
  4. Thanks, Blashy, but stop reading my mind. Into 1942 in a pvp game, and that was my one thought. I did have another question about Italian entry, you didn't tinker with it at all, did you? My friend claims he didn't move the garrisons from Africa, Italy was in the war Nov. '39. Unless there is some mystical scripts, I am guessing he moved the garrisons out of the cities they need to stay in.
  5. Sorry, been playing an online game (Blashy's mod) for most of the day, haven't checked the boards in a while. Blashy did cover what a house rule is, but you can set it for anything you want, much like saying deuces are wild playing poker because you want to. The scripts are for the human vs. computer play, and as such, are not house rules. As it pertains to Sealion, a competent Axis player can take Britain away from an Allied player (or so I am told). So most pvp house rules include no Sealion unless Axis is at war with Russia, to keep enough pressure on Axis. I play 3 different mods: Blashy's, Honch's, and Kuniworth's. Right now I am spending as much time as possible with Blashy's looking for any script errors/bugs/playabilty, etc, as I would like to see most of this adopted for the 1.03 patch. Kuni's Russian Front scenario holds much love in my heart too. I specialize any game as an Eastern Front guy, doesnt matter which side I play. Makes my blood boil. Love it when I can be Russia and Vladivostok and Japanese are in it too. Sadly, haven't had time to do v1.3 yet, but it should be even better than 1.2. Honch's mod reminds me so much of World in Flames, I think its great. The scripting is very creative, and popping up units when taking countries is awesome, really gives incentive to Germany to take the world. The far reaches on the map, namely Ethiopia, India, and everything east of India need some more work to keep things balanced, but it's a hoot to play vs. someone else.
  6. I hope Barcelona can take a lesson with him, and it makes a difference in his life. In the Brotherhood of Wargamers honesty is an expected. Doing something to prove a point is just that, but not telling someone ahead of time is being dishonest. BTW, Fartknock3r, cheating on tests just means you are cheating on tests. You are not testing yourself, and seeing what you really know. Eventually, it does catch up with you. The easy way is not always the bast way.
  7. Checked again, and nope, my maps are fine. No suggestions to you on this...
  8. Hold steady Bio, remember its a game, and the worst that can happen is you lose. IR will not come to your house and pillage the spoils of war (unless, of course, you live within driving distance).
  9. As for the Italian gambit, I make sure to watch my Italian entry on the diplo chart every turn. If I seeing rising and it isn't anything I do, I take appropriate actions as Axis. I am not sure I can call it an exploit as I took all of N. Africa before France fell. Discovered Vichy rules kicked in and turned all the French territoty back to neutral Vichy . As for abandoning the home island for Africa, that does make me cringe. I just can't bring myself to do it. Whatever happened to the speach by Winny? That would be like USA abandoning itself and fighting from South America. I would think the Commonwealth would move their capital to Canada, not the desert. That makes a lot more sense to me.
  10. I have been playing the Heck out of Blashy's mod, I am hoping most of it is adopted for the next official patch. No need for house rules.
  11. The tension in this thread can be cut with a knife. To answer your question, no, I don't think you will be able to get to what the 1943 scenario has when you play the 1939 scenario, without the luck of getting Industrial Technology early and often.
  12. Changing oil is a really good idea, they are absolutly vital to the owning nation. I think that's a really good change. As for Russia, I really don't think they need too many units, and I am leaning towards your production change will be enough. That will be quite a bit of production throughout the game. Edit: Now, NO MORE TINKERING for a while. Let's play it! btw, for email games, I am up for anyone on Blashy's mod, it really needs some playing by a lot of people. My email is scook_99@msn.com
  13. Wow, never thought the ground attacks too powerful. Air too powerful? Maybe a little. BBs shelling the shore? Haven't found that to last too long, as the BB takes hits. It would cost more to repair the ship than how many MPP the other side loses. MAybe it is playstyle, maybe luck, but I would think a player should try to keep supply, weather, etc. in mind and minimize luck.
  14. My experience has been identical, 0 strength transports take a good whacking from the navy and keep on trucking. In the same vein, 0 strength HQs take some good hits and keep going too. I think HQs should be able to take some damage, but the transports are nonsensical.
  15. I would think part of morale would be unit cohesion. Moving 40-60,000 men by train would discomdfit any cohesive unit in WWII.
  16. Actually, I find when more advanced tanks hit the board and go against each other, that is some pretty realistic action. Later in the war as schwepunkt tactics became refined, artillery and aircraft led ahead of tank attacks vs other tanks to never make it a fair fight. The counter attacks from both German and Soviet without support were extremely bloody affairs for both sides. To put it into modern tanks, if you were to have 2 modern companies of M1-A1 tanks go against each other in heads up action, barring suprise factors, maybe 3-5 tanks from each side would be lucky to be moving after the engagement.
  17. Changing the air that way could work. I don't remember too much strategic bombing in the Eastern Front.
  18. Cut it to one chit in IT to start, limit the Soviet Bombers to 2 or 3. Change max radius for Soviet HQs to 6-7 squares. The bombing of German cities by Allies: any chance you can use variables in the % and use the year as a variable: (YEAR - 1940)*3% ?
  19. BTW, nice to meet the man who stopped the Ruskies in 1939. It will take you a few games to get used to the new map in SC2. I wish I had discovered this community when I was playing SC1 hot and heavy. Let me know when you get your game and I can play vs. you and we can call it "Training Day". I promise to take you on a tour of Europe and there will be no jet lag.
  20. Nope, the "C" stood for just "C". OKW changed Army Group names to fit, initally they had Army Groups A,B, and C. Made it easy for the clerks to do their paperwork which they burned later.
  21. The minor country units (India, Australia, New Zeland, uhm, yeah) and minor HQ that show up in Egypt are linked to Cairo as its home country capitol. So Egypt falls, they vanish.
  22. One thing I noticed about the Soviet side, what is the command radius for HQ? I doubt you can have it chsnge based on individual HQ's, as maybe 5 Soviet commanders would have a radius equal to German HQ. As it stands, I would probably shrink the radius for Soviet to give the lack of command structure and communication the Russians had. I have "relieved" 2 Soviet commanders so far and brought Konev and Zhukov to the map. I help the Germans with their supply problems by bombing the cities they have captured on the Road to Moscow. The kill ratio is 87 Soviet dead vs 4 German, but attrition and lack of supply have ground Armie Groups North and Center to a standstill. AG South and taken Kiev from me in a slugfest, and the hapless Romanians are being held on the Dneistr river by a handful of Hero Units. I look at the supply and units in the North, and I know I can make the German fold like a wet paper bag during this 1st winter. Would it be considered "too gamey" because I strategic bomb German held cities to keep his supply low? I can see this being a problem in pvp also, as I have enough bombers to pick any "Front" on the map and keep the Buntas from bullets and food.
  23. As a sidenote to this thread, I take it you found and downloaded mods from CMMods?
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