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Big Al

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  1. They had zero chance the way they did it. A good way to do it was totally focus on Med and convoy assets in 1940 and 1941 building properly. Probably late 1941 they could have done the Battle of Britain proper. I nerfed air for soft and hard targets. Just a couple levels anti-tank and 2 planes can wipe out an armored corp with a little experience.
  2. With time allotted due to my family I am 1/2 way through the AI scripts and fixed a few things on the maps. I will be uploading soon a new non-AI version with map corrections for game play. As always comments and suggestions welcome to balance the game.
  3. I've only played me vs AI so Im guessing the air power of Germany crushes UK to make them easily conquerable in human vs human. I would say look at the priority of the UK. #1 defend convoys, easily done with DDs and 1-2 CVs. #2 hold france as long as possible doing whatever it takes. The longer they hold the better chance UK has of surviving. #3 build airpower and defend at a range where the air fleets cant be attacked but can intercept. You dont need TAC or STR just FTRs. #4 Use the CVs in air defence also out of range but close enough to intercept. #5 the fleet can stay out of range of German air and defend the coastlines north of X air range. They can if needed zip into the channel and kill any amphibs. Now Im not sure if the UK builds allow it but I would start making FTRs and land units from turn #1. Now some things I do think need modding and I have already done so in my game. #1 TAC is way out of control. Air power was useful but not the all mightly destructive force the game portrays. I nerfed my airpower down on soft attack. Demorilization ok physically wiping out units no. #2 Place in a script if the UK gets invaded they get extra units. Call it emergency reserves. This way they can't get abused and used overseas. #3 I forgot if the script allows but if the UK is invaded there should be a big plus for the USA to come in, if it gets conquered I would say they do come in or another big plus. In reality this probably would not happen or maybe, but for game balancing I would do it. #4 Making generic air units while might seem appropriate for realism (like in Europe at War) its far far less fun. You might as well make a generic battle fleet counter, carrier fleet counter, and escort fleet counter. Who needs CAs? One thing to note that would be hard to swap is how production works. I know I had a problem simulating reality in my game. In SC2 Germany starts with a monsterous advantage in production and can easily make what they want. Most books tell you thats far from the truth and by the numbers it is. UK outproduced the Germans in aircraft during the Battle of Britain. There was a very remote chance of the Germans actually beating the UK in the Battle of Britain the way they handled everything and with the aircraft they had. A new book (The Wages of War) reveals though that German production was not as meager as most books say. That in reality the Germans overproduced on bombers, artillery and arms ammunition in preparation of a WWI like combat in France. The fact they did this seriously reduced the production amounts of everything else. Hindsight is 20/20 and if they knew then what we know now their production would not be ammunition but planes, planes, planes to take out the UK. Thank goodness they were stupid strategically. Anyways Im rambling now. Reduce the TACs down to zero soft and tank attack. Keep effectiveness reduction. script in Home Guard units for UK only if they get invaded. My 2 suggestions.
  4. I think its too easy to get spain on your side on the standard game. Early you pop 5 in there and eventually they come over no matter what.
  5. Thanks I was wondering why I see several plans for the AI that are the same. Patrol North Sea (1) Patrol North Sea (2) Patrol North Sea (3)
  6. Getting Spain as an ally is a game winner for the Germans. It really should be toned down.
  7. I saw plans for AI are done one at a time. I assume top down in the script. So you place later plans 1st (1944 before 1943 for example). Now are plans individual per major powers (minor allied powers follow with the aligned major plans) OR Each power (major or minor) has their own list of (do 1 plan at a time) Like the UK can have an amphin plan going and can india and can australia after they are all aligned under the UK. OR 1 plan per side allied or axis And Nup how did you handle plans for USA in Europe and the Pacific if theres only 1 plan in place at a time. One more Q. What is the difference between amphib.txt and amphin_minor.txt and same for transport
  8. Just remember I dont have AI in mine and all scripts after the fall of france were not tested. But they were double checked. I wanted to create a basic AI before I played the whole war by myself.
  9. that is true. They had no natural resources of their own and only 18 months of oil left to supply their fleet. They needed to secure the NEI to get oil from there. It was cut off politically in 1941 I believe.
  10. The game being as mod-able as it is makes simulating WW2 fairly close. The neat thing is that it has a very simple system where strategy is important and a player can make small mistakes. The fact it isnt complicated makes AI a lot better and the game work a lot better. I really enjoy SC2 PDE and the new AI. How you handle land based air is great. The only thing I am so-so on is naval. But that is really difficult to implement in a PC game correctly. We have massive air fleets but in reality the largest land based air vs carrier battle was 800 japanese planes vs the US fleet off the Philippines (if I remember right) Thats 1 counter in SC2 Processing the fact that most sea battles took place near shore and only 1 off the top of my head took place in deep sea (bismark) its really tough to make it work but I think you all did a good job at it for its complexity. We can lower the spotting range of planes and ships to make it harder to find. Raise naval attack for planes to demonstrate land based air vs ships close to shore. **** I just got an idea for my scenario. I love it. You guys have a permanent customer here.
  11. thx I try. I am doing AI now. Plz let me know if any scripts dont work.
  12. I certainly hope this leads to a global game or at least allows import of SC2 Europe.
  13. Can you attack with paratroops on a single island occupied hex!?! I never tried it since you cant stack.
  14. Im using your Storm of Steel scripts for my european theatre. But I am adding a contingency if the Axis control Spain and Gibralter for the Allies to attack there. Now I am curious with both theatres running and only one operation being done at once how to make the US attack in the pacific and europe.
  15. I started looking over the AI scripts to plop them into my game and in the 1st file I came across this. The UK has 3 scripts to attack Italy, ok I understand if they cant get 3 units they try 2, if they cant get 2 they try 1 but here dont understand why Denmark is listed as the country ?!?!?! This is the 4th and 5th script in amphibious.txt Al ; UK prepares to attack Italy: { #NAME= UK Minor Build Up Amphibious - Bari (North Africa) (1) #POPUP= #FLAG= 1 #TYPE= 0 #COUNTRY_ID= 17 <----------Denmark??????? #TRIGGER= 100 #GV= 1[1,100] #LINK= 0[0] #LEVEL= 0 #SIZE= 2 #BUILD_LENGTH= 2 #LENGTH= 15 ; Bari #GOAL_POSITION= 121,29 #COASTAL_POSITION= 117,30 ; Date set to post arrival of US HQ/Navy via P/Q #DATE= 1942/06/14 #STEAL= 3 ; Set friendly positions: ; 1st Line - Tunis ; 2nd Line - Tripoli ; 3rd Line - Algiers #FRIENDLY_POSITION= 109,35 #FRIENDLY_POSITION= 114,39 #FRIENDLY_POSITION= 100,35 ; Set variable conditions: ; 1st Line - USA politically aligned with Allies and not surrendered AND ; 2nd Line - Italy politically aligned with Axis and not surrendered #VARIABLE_CONDITION= 3 [2] [100] [0] #VARIABLE_CONDITION= 6 [1] [100] [0] ; Set tactical conditions: ; 1st Line - Tripoli not tactically threatened #TACTICAL_CONDITION= 114,39 [1] ; Set dummy activate position (no units at position 0,0) #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no ; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION #CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
  16. It worked !!! I was able to manipulate the convoys to simulate production growth through out the war.
  17. I updated the readme file. I will upload the new one with the next bug fix but I will post it here. BTW Nup the way I handled Pearl Harbor to get accurate results was to give double strike to the CV, experience to the Japanese, and Elite reinforcements. See my notes below reguarding the CV double strike. Thanks Hubert. -------------------- Brute Force: 1939-1945 v1.1 I little history on me. I have been in wargaming since 1983 (age 15). I love WW2 grand strategy games and have played almost every board and PC game there is on this scale. I am well read in WW2 history and have read a few off the common path books that lead me to believe that most books out there on WW2 history are just reguritation of propaganda and not fully accurate on many aspects of the war. We start in general how I approached the game: I based USA and USSR entry on a time line. Each turn they gain activation. If the Axis perform historically the USA should come in about mid 1942. If the Axis do not attack the USSR they should come in end of 1942 to start of 1943. This is done to keep the game playable. As we know Stalin really had no intentions of attacking Germany. As for Italy I decided to make them the major power and France a minor. The reason for this is because France was in the war a short time and without the conquest of France the game is lost for the Axis. I didnt like the idea of Germany dumping massive amounts of EP into Italy to build their forces. Also unlike France, Italy did develop their own technology. France was too short in the war to develop anything. I took a twist on typical wargames with the allied partners as you will see below. Activation of all minor countries are affected by position relative to each side and diplomacy points. Nothing is an absolute. If the Axis do well more countries enter on their side, as it is for the Allies. I invite any comments or suggestions. This is a work in progression. winky3x17@hotmail.com Below I have listed all countries that are affected in the game but actions of either side. If a country is not listed is will stay neutral throughout the conflict. *** USA (5%): (50% of the time they gain 0-2%, about 1% a turn) Anything the Axis do beyond what is historical affects the entry of the USA. +1-3% for each Chinese city Japan captures +1-3% for each Axis DOW +1-4% for Axis control of Cairo, Gibralter, Persia, Iraq, or Spain +10-20% if an Axis DOW on India or Australia Any DOW on Philippines brings US into the war. @ 56% Japanese oil is cut off @ 48% USA sends MPPs to UK *** USSR & Siberia (22%, 50%): (50% of the time they gain 0-2% about 1% a turn) Siberia is a seperate nation that has its own forces and instantly allies with the USSR if it is DOWed on. The USSR becomes 100% allied. I felt that any Soviet force DOWing on Japan would crush them and unbalance the game so for the USSR to do so they must spend diplomany points on Siberia. There are 4 hexes for Germany and 8 hexes for the USSR called "Garrison Hexes" There are 4 hexes for Japan in Manchuria for Siberian activation -0-3% if the USSR does not have all 8 hexes filled with a unit +3-5% if the Germans don't have 4 units on their garrison hexes +40-60% for Siberia if the USSR controls each of Warsaw or Berlin +15-20% for Siberia if the Japanese start moving too many troops over to Manchuria or don't have all 4 garrison hexes covered If the USSR selects to take Siberian transfers then Siberia loses those units. If they don't Siberia keeps those units. If the Axis do well in the Middle East USSR's activation goes up because they are threatening their rear. If the Axis DOW on Turkey the USSR becomes Allied. *** Finland I was trying to find a way and reason for making the Winter War a decision but its hard to introduce that into a game with it being an absolute always do or always don't. So I simply made the USSR always do the Winter War and Finland always become Axis. I might change that in later editions. *** Romania/Bulgaria/Hungary/Yugoslavia/Italy Each of these countries in most games come in on X turn in 1940 or 1941 with Yugoslavia never entering the war because of the coup. So I made it possible for a variable situation. If the Germans do well each of the 3 typical axis minor powers come close to coming into the war. Each surrender yields 3-13% toward activation. Each have a diplomacy point so usually from 1940 to 1941 each SHOULD activate in turn with Germany taking Poland, Norway, Denmark, Benelux, and France. Conquering Yugoslavia ensures all 3 normal allies come in to the Axis camp. Yugoslavia is an axis allied minor who follows the same path. Conquering Greece almost ensured they join the group. But otherwise they need a little diplomatic push to become an ally. Starting in June of 1940 there is a 2% chance per turn Yugoslavia has a coup. So the Germans have to decide to take a chance on taking out Greece or spending diplomacy points on them before the coup occurs. Italy will come in once France falls. The might come in before hand due to randomness in activation. I was thinking of allowing them to come in when they want with a decision script. *** Spain Most people don't know this but Spain never entered the war for 2 reasons: 1st is that they just finished a civil war, and 2nd they wanted to see if Hitler would take out England. If Hitler had devoted to attacking England, Spain would have joined. So as the Germans do well in Africa and the Middle East and/or take GIbralter Spain comes closer to being Axis (+5-10%). The Germans still have to spend diplomacy points on them. If the Axis successfully invade the UK Spain will almost certainly come into the war. As the Axis take London and the lower cities Spain gains activation. *** Sweden They gain activation by the conquest of Denmark and Norway. If this is accomplished by the Germans they get full iron ore shipments from Sweden. This is a motivation to invade Norway and Denmark for the Axis and to defend it for the UK. If the Allies control Paris in 1944 or after Sweden will cut iron ore shipments to Germany (historical) as their activation will go down. Sweden starts the game shipping 1/2 their ore to Germany. This is to balance escalating production and use of material as the years go on in the war. I removed the convoy from Narvik to and tied the conquest of Norway to securing Iron Ore. If the Germans don't take Norway or the Allies do Sweden sends less which in effect means UK interdiction of Norway Routes. *** Turkey Historically Turkey didn't want anything to do with the war. Only lots of pressure and Allied victories late in the war brought them into the Allied camp. As the Allies take Tripoli, Rome, Romania, Bulgaria, and Poland Turkey will start moving toward the Allies. The same applies if the Axis start taking the Middle East. The more they take the More Turkey falls under political pressure to join the Axis. If the Axis take all of the Middle East and have enough units on USSR's causcausus border Turkey should join the Axis. *** Iraq If the axis still control Trobuk or are close to Alexandria there is a 2% chance per turn starting in June of 1940 that Iraq will have a pro-axis coup. Yes the UK has to send troops there to quell the coup. *** Vichy France Germany has the option of making Vichy France. If they don't they will continue to fight from the colonies. Syria, North West Africa, Indo-China will all go Vichy with their own seperate countries. New Caladonia will go free and under UK control. *** Thailand (Vichy Indo-China) If Japan DOWs and take Vichy Indo-China Thailand will join the Axis. ----------------------------------------------- *** Major Powers All resources now have zero anti-air. I start all powers with anti-air tech of 1 so they can ungrade their cities if needed. *** Germany I increased the experience to 1 for all units. They were the best army in the world at the time. Their U-boat arm is weak as is historically was. I also gave them a 1 strength CV as a reinforcement in 1940. I brought in the paratroopers a little earlier to use in Norway and Denmark if needed. As Germany you can conquer France fairly easily if you setup correctly. Think about what units to place where. Incorrectly done the French can charge the Dyle and make taking them a real pain in the ass. Their rockets I tried to make more like the V-1 and V-2 units. *** Japan Japan's economy seems like it is too much if you see how many MPPs they are making. But I also made their fleet very weak needing repair. This should simulate the early years (39-40) weak economy in an abstract way. They have to build up their navy to prepare for war with the US. In China they can either attack and take them out or stay where they are. Attacking them to capture more resources takes a large expenditure of MPPs for the right units and ever long supply lines. Historically, like in this game, Japan could move the Chinese line anytime they wanted but garrisoning such a large country would consume lots of resources so they opted for taking what they needed. I hope to simulate that here. Ideally Japan should beat up some on China to keep the USA spending MPPs to rebuild their units. Their carriers start with really high experience so that when they are repaired the will have some experience over all other nations. This is to simulate their top quality naval pilots. With 2 carriers and elite reinforcements the Japanese should be able to knockout 1 BB in Pearl Harbor completely and damage another. I made their rockets Kamikaze with their own air symbol with a little pilot. Their infantry have worst tank attack and defend but higher soft defence. This simulates their lack of anti-tank weapons and their higher moral when being rooted from the Pacific islands. I gave them 2 levels in long range aircraft and rockets to simulate Zeros and Kamikazes. Their battle and cruiser fleets have lower anti-bomber and carrier defense to simulate their poorer anti-air guns. But their cruiser and escort fleets have higher naval combat factors to simulate long lance torpedoes. *** Italy Italy has stayed the same from the original game. Their armies are slightly weaker than the rest of the major powers. *** USSR Their fleets have been reduces in naval attack and defend to reflect their poor quality. I gave them all corps in 1939 to simulate their organizations as the western powers. They may build armies. As above they must keep 8 units on the German border to ensure they gain activation to DOW on Germany sometime in early 1943 or late 1942. *** USA Their subs have increased action points to represent their large hulls and long ranges for patrol. This means less supply loss. *** UK and the Commonwealth Australia and India some send resources to the UK, when the enter the war they send all their resources. This is to simulate increase production as the war years went on. They stay neutral until the USA is in the war or Japan declares war on either of them OR enters Hong Kong. Canada's convoy is the main convoy the Germans should be attacking as it is vital early in the war for the UK. I change control of Greenland and Iceland when Denmark is conquered to Canada so they can send strategic bombers there for convoy coverage. All of the Pacific is under Indian or Australian control to simulate the neutral state between the UK and Japan. *** China China's MPPs are shared with the USA. Their troops are poor and weak. It is very hard to conquer China, the Japanese have to literally take every city but they can be mauled into submission. I didn't distinquish from the two factions fighting within China, Chaing and Mao. I thought it was not important enough to consider on this scale since they were working together to stop the Japanese. *** France Even though its a minor power it functions just like France in the original 1939 scenario. Their MPPs are tied in with the UK. About 45 per turn should be spent in France to simulate her economy for that time period. *** Game Scales and Units For Italy and the USSR 1 army = about 10 divisons, 1 corp = about 5 divisions. Both had smaller division sizes than the rest of the major powers. For the other powers each army = about 4-8 divisions, 1 corp = about 2-4 divisions. Each land based air unit = 600 planes Each CV = 3 large CVs or a mix of 2 large and 2-3 small CVs Each BB = 3 BBs Each CA = 5-8 CAs and mixed CLs Each DD = 50 DDs and DEs Each SS = 50 Submarines Anti-tank = Tank Destroyer Corp (example Nashorn, Marder III, Panzerjager I) Light infantry with attachments of chassis mounted armor. Poor vs infantry, good vs tanks. I found a strict slow moving anti-tank was not feasable for this scale game. Usually units had attachments of of tank destroyers. Originally this was going to be marines but I could not see a way to fit them in the game with the statistics at hand. Special Forces = Mechanized Corp (Panzer Grenadier, Soviet Mechanized Corps) Highly motorized/armored car/support tank unit. Very effective vs infantry, poor vs tanks. Aircraft Carriers: I gave these units 2 strikes and very poor performance vs land based units (land and air). They are crippling vs naval units and other carriers. I did this to fit the scale. A CV unit is at most 300 planes while a land based air unit is 600 planes. The double strike decision was based on how important the CV was in the pacific and the way battles can swing in naval combat due to luck or intelligence (Midway for example). Also because CV pilots were the best trained in the world so they should have the opportunity to get more experience. They have very little effect vs land based units for physical damage but do damage effectiveness. Strategic bombers: I removed their double strike capability and increased their strategic bombing value. I found them too effective with a double strike as fighters could not intercept the 2nd attack. One strategic bomber in England could tie up many anti-air units and fighters defending the Reich. Production is as close as I could reasonably get it for WW2. Increases in industrial technology should act as increases in historical production factors. But this is still being tested for late war effects. Convoys for Japan, UK, and Germany are halved in the eariler years of the war to simulate and balance the lower production. The increase to full convoy production comes with time and conquest in some cases. ------------ Things not completed. 1 graphic file for flags on units when on the board. The graphic files for units. I finished them for counter style units though. Full testing of all late war scripts. AI for PC opponent not even started. ------------ For a heads up game I suggest that the USA can't move until in the war. I say this because its easy to move the fleet out of Pearl Harbor or subs in position to attack Japanese convoys. I thought about putting in activation advancement based on a fleet at Pearl Harbor but then you can simply swap the ships for CAs. I found no way to prevent this. So it should be a house rule. Any country not at war (USSR, USA) may not invest in industrial or production technology. France should only be spending 45 MPPs of the UK money per turn. China should only be spending 35 MPPs of the USA money per turn.
  18. oops. Im reuploading it now. I fixed a couple things too. I opted for the player actually attacking Pearl Harbor. But even with your script players can move out of the box and not be hit. Wait did you do a Pearl Harbor script where if they got within lets say 4 hexes it occured? So the Japanese actually have to move out there? I didnt think of that.
  19. CMODS upload the creator is winky3x17 name 1939 World Historical 2 things I forgot to place in the readme notes. I changed special forces to Mechanized (good vs soft targets, bad vs armor) I changed anti-tank to Tank Destroyer (good vs tanks, bad vs soft targets) There is no AI yet and I have tested it till the fall of France. I tested the scripts and I am fairly certain all of them work properly. I will be working on the AI next so enjoy and please send comments and suggestions to the email inside the readme file.
  20. Yes I am uploading to CMODS. I am fixing the small errors in my game right now and testing scenarios. Then I gotta write the manual for what happens. I am trying not to have fixed situations. Then I will upload it. THEN I will work on AI, OMG will that be a bitch.
  21. Ok I know different units change their statistics based on tech. Like anti-tank uses tech to advance anti-tank fighters advance their air/bomber attack/defense. Is there anyway to change how tech affects units? I am considering altering units in my global game. Artillery is way too powerful, and anti-tank units really dont belong on this scale. So I was thinking of something else. But the tech is different for different units. Also can I mod the sound?
  22. What I did was think about what is important in the pacific theatre and which islands were important. Since land based airpower is severely important vs naval units I simply made important islands out of land tiles. Its looks funny and its larger but strategically important. The US simply cant sail in a monster fleet to Japan by passing everything because single hex islands cant be captured or capable to support much. Also it is unrealistic to think airpower alone can wipeout a single hex like Malta. I know in the official europe scenario I needed = 5 bombers to wipe out single hex malta. Its about = 4000 a/c (the entire german airforce. I added 1 land hex to it for example. Now you can actually land a unit bombard the port to prevent supplies and land + air attack the unit in malta. Any unit on the beach hex (technically) will get pounded. But I did the best I could to simulate invasions. Now if they could allow 2 units in a hex (defender and invader) that would be sweet.
  23. My largest problem has been escalting the scale of convoys as the war progresses to keep the ratio correct for production. While drinking my morning coffee it hit me what I can do. I have not tested it out because I have not had time but I think this will work. One thing I did for USSR convoys is setup a Murmansk then Archangel convoy in the convoy.txt. If Murmansk falls Archangel executes. The program seems to always take the 1st convoy that establishes and ignores the rest below it in the text. Soooooooo I thought I could slowly increase the political alignment of a country by date within the activation3.txt and setup progressive convoys that activate by trigger on convoy.txt Like... Australian starts +50% allies. It gets +10% in 1940, 41, 42, 43, 44 in activation3.txt In the convoy box I have 3-4 progressive convoys (EXAMPLES) Australia #1 convoy: gives lets say 100% of resourse when trigger is 100% (42+ at war) Australia #2 convoy: gives lets say 80% of resourse when trigger is 70% (41 act goes +10%) Australia #3 convoy: gives lets say 60% of resourse when trigger is 60% (40 act goes +10% Australia #4 convoy: gives lets say 40% of resourse when trigger is 50% (39 act is base 50%_ So in lets say 1940 (act 60%) it looks at the 1st one and does not establish convoy, not enough activation. It looks at 2nd one, same thing. It looks at 3rd one and establishes convoy @ 60% of resources for 60% trigger. It looks at 4th one and executes but since there is already a convoy in place it gets canceled. I think this will work.
  24. Sure being bombed sucks and it does affect moral, it just doesnt destroy as much as people think. But there is a difference knowing where you are being attacked from and not knowing. A friend just came from Iraq and he told me, which goes with what I read, that rebels would rocket attack his airbase ~ once a month at night. A few rockets would be launched until the rebels zeroed in on the base then they would unleash a ton of rockets. He said it was terrifying. The earth shook worse than an earthquake and the noise was louder than fireworks. He never got hurt but he told me his life is forever changed. Very terrifying he told me. Airpower does do damage but what people fail to see is the ratio of bombardment between airpower and artillery. Lets say you have 1000 operational bombers, which is a hell of a lot. How long does it take to load them fly them accross the channel, bomb targets and return? Would it be reasonable to assume they do it twice a day? So 2000 bombs dropped. Now take artillery. Reload times in what 3 minutes? A 1943 US infantry division has (according to Ellis's book) 90x 60mm mortor, 54x 81mm mortor, 54x 105mm howitzers, 12x 155m howitzers. Thats 210 guns... lets say 1/2 of them are functioning and round down. 100 guns firing every 3 minutes. In 1 hour of shelling they put out 2000 rounds of artillery. That equals what 1000 planes can do in a day in just 1 hour. Im making guesses here too but I assume that artillery shelling, especially for the allies, was not just for an hour. Naval gunfire was even worse. Massive ship guns firing every few minutes a rifiled projectile on coastal targets. Im just glad Im not in the military. Air power is not a factor of how accurate they are, how effective it is per unit, its simply that you can't deliver as much quantity of firepower as you can with artillery and naval gunfire. I would say if you could put out as much tonnage by air per day as artillery does it would be just as effective, if not more for accuracy if you have close air support. Stukas didnt do massive damage, they just did focused damage in one spot to open up opportunities for infantry and armor. What I did in my game is lower how much air destroys but increase moral loss.
  25. Artillery was a far more important weapon than airpower to destroy units. Thats how the USA pushed back the Germans not tactics usually.
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