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Brute Force for AoD update


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Due to enthusiasm from some members I am converting Brute Force for AoD.

I will keep posted here a list of changes and addons.

- Extra decision events (but won't be a lot like Global War 1939)

- Minefields

- Appropriate force sizing for each country

Force pool change....

OLD: 1/3 army, 2/3 corp (corp 1 attack/defense)

NEW: 8/10 corp, 2/10 division (corps now 2 attack/defense)

Germany - no more armies, only corps and few divisions

Italy - armies, divisions, and 2 alpine corps

Japan - armies, divisions

USA - corps, divisions

UK - corps, divisions

France - corps, divisions

USSR - starts with corps, converts to armies in 1941 and has divisions

China - armies, corps (divisions were too weak to make any significant formation)

Axis Minors - armies, divisions

Some nations will still have armies

Soviets start with unbuildable 1939 corps and light tanks

can build armies and normal tanks in 1941

minors can be corp or army depending on unit size and composition

- Improved historical at start forces names

- Minor map changes (towns, roads, rail, terrain)

- Clean up of rails

- Clean up of text

- Adding in level bombers

- Adding in CVL

- Adding in Cavalry

- Adding in armored train for Germany and USSR

- Adding in rail gun for Germany

Any other ideas you might want post it here. I will consider them.

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Hi Al

I know you are not a fan of artillery. I am currently experimenting with a beefed up artillery unit to represent an Army Group it only has range one so has to sit in the front line but has suitable ctv so it can look after itself. I give it two shells minimum and maximimum. It has the advantage that it will shoot back if artillery shoots at it even from range 2 and will still defend itself even if it has shot both its shells. It will also provide covering fire to any unit being attacked by an enemy adjacent to it. Its disadvantage is that it cannot move and fight but as an army group it is obviously not going to be highly manoeveurable and should be alongside other units that will do the exploiting for any gaps it creates.

Now that we have two artillery type units I thought I could try to create one that was not effectively shooting unrealistic distances. The other thought about this is that essentially the current AOD Army and Corps units effectively only represent 3 and 2 divisions each in terms of cost and ctv. really they should be army = 6 - 8 and corps = 3 - 4 x divisions. The ctvs start to get too high so you have to introduce some other factor but then the tech levels get out of balance. Two strikes for an army helps a bit and I thought that integral artillery might be another differentiator at the army level. If it works satisfactorily that also ought to help differentiate Chinese armies as they had virtually no artillery.

Regards

Mike

PS The other unit mod I like is giving BBs 2 strikes as I think that better represents their capability versus other naval units.

Regards

Mike

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BF has 16 different strategies for the A.I. So it isn't Barb 41 everytime or Invade Normandy in 1944 every time. I was surprised that no wargame in history has ever done this. It really shows you the power of the SC engine and what can be done.

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naval is the same system. But CVLs are included in it.

BF 1939 for AoD should be out this week. I need to update one set of scripts and that's it. There will be some play test issues with the shifting of the units, new units, and A.I. routines but its the same game.

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No need to fret numdydar, Big Al did do something with the liberal use of the "evasion" feature. A valuable addition to the realism of the naval model.:cool: Too bad AoD didn't see the obvious enhancement the Al had already made viable with the first BF.:rolleyes:

Oh well, I'm really anticipating SC3's naval aspects.

And by the way Al, how about giving medium and strategic bombers a naval tech upgrade? Another AoD failure! Limit NW to two levels, start Mediums at ctv NA & CA "1"(able to get to 3 with upgrades) and Strategics at 0 able to get to 2. And make the NW upgrades very expensive for both units, more so for strategics to simulate late war guided munitions. What do you think?

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So the third tech slot stays empty and the fulfillment of a realistic presentation goes awry!:(

Perhaps for SC3 we should see a CTV variable based upon the player's choice of ordnance load for the prescribed mission? Since the SC air units are somewhat generic, using a pull down menu as the current fighters use, a player selects a ctv for the type of target sortie. In this manner, bombers(fighter-bombers also) could execute numerous types of attack, ie. naval, strategic or ground, depending on the player's choice and each delivery tactic as well as ordinance could be researched for efficiency upgrades of their CTVs.:)

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That's awesome news, I was really hoping you'd do this but felt guilty asking given all your other ongoing projects. I think this and the recent decision to fix the new unit placement to tiles connected to capitals by rail really enhance the re-playability value and historical realism of the Assault on Democracy game and further whets our appetites for SC3. Congrats to you and the rest of the staff for showing the rest of the industry how to take care of your customers.

It may be too late to ask about this, but while I still find the naval side of the game pretty weak in every version, I preferred the original Gold game's use of single capital ship names (even if they sometimes represented the ship and some smaller escorts or a pair of such ships) to what I think I recall were the more broadly defined ship groups (task forces?) in BF. The use of the illustrious named single ships (Bismarck, Tirpitz, Graf Spee) added a bit more excitement to the current system for those of us who still remember the rich history associated with some of those names. I even modified the game I set up for my students to enhance the combat power of the Bismarck and Tirpitz and some of the British carriers (which had armored decks) for the ETO. Except for the ship names and funky looking map, I found BF to be a much improved version in every way.

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BF scale is 3 capital ships, 5 cruisers, and I think 50 escorts per each counter (CV/BB, CA, DD)

Naval systems are very hard to implement in a game. But I have given lots of ideas to Hubert so I'm sure he will come up with something.

BF1939 is testing right now. I will be uploading it Thursday morning PST. I am running some sims to make sure the scripts are working ok with the new A.I. engine.

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Slightly delay till Friday. Created a new way to do combat and I am testing its results. Its gives greater variance to different countries and how their armies were actually functional without relying on the variance of technology.

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