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Battle for Russia version 1.3 out now!


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Ok Ive decided to add this campaign. It's for H vs H use. Game balance will surely have to be adjusted further on(Deja Vu anyone?). Enjoy! :cool:

FROM THE FAQ

VERSION 1.3 CHANGES

- German industrial modifier set at 70%.

- Improved Slovakian flag(Moonslayer).

- Fixed a “bug” that caused problems for the Finns to enter Petrozavodsk(JerseyJohn).

- Minor terrain changes.

- Changed Soviet starting chits in IT from 3 to 1(Scook).

- Moved Airgroups closer to front on june 22nd 1941, so Germany can target the Red Airforce.

- Added 6 – 10th Airborne Corps to Russian force pool.

- Removed partisan-units in Russia(Novgorod, Bryansk, Minsk) as it created some unwanted effects like too many Axis historical frontline units beeing used as rear area garrisons. Partisans in Russia are now simulated by supply-events on cities and resources. To get rid of those Germany has to garrison cities, a guarded city should be seen as a unit assigned to the area around that city. So for example a corps in Minsk should be seen as a strong Anti-partisan unit of roughly 40,000-60,000 men watching Minsk as well as resources and railroad-network in that area.

- New partisan rules mean that german 101-103 RHG corps are deleted.

- Reworked the air units completly. As the bomber unit is far to powerful early and would in any case be an unrealistic killer of supply when heavy bomber tech is achieved this unit has been to a large extent abolished in favor of air units(fighter squadrons). The fighter-unit is far better to use to simulate the fight for air-supremacy as well as ground support. Both sides used their long-range bombers foremost in a ground support role, so the number of purchaseable bomber-units have been heavily reduced. The new prime unit-types are air-armies for Russia(instead of designated Fronts) and FliegerKorps for Germany. These units are much more comparable in size so hopefully this will work out better. More about this changed OOB can be read under 8. Nations.

- Germany only country that can reach level 5 of advanced aircraft. USSR level 4.

- All fighter units now got 5 action points.

- Bomber units spotting reduced to 2(to get rid of the tendency to be used as reconnaissance which they were not) and their strike range increased to 20. Cost increased to 600 MMP.

- Maximum heavy bomber tech is now 4 for Germany and USSR.

- Italy can’t research tanks, subs, ship or airtech. Makes sense since it can’t build anything else but 3 infantry corps and 1 HQ(the historical OOB).

- Added Albania as surrendered to Italy. This done to simulate Enver Hoxha’s rise to power and rebirth of the albanian state in the later stages of the war in 1944. To simplify Albanias borders the italian territory gained from Yugoslavia in 1941 are set as a part of Albania. This also include the italian protectorate of Montenegro. Albania got a build limit of 0 units.

- Added a partisan-event for Albania. There is a 5% chance of supply-reduction in Tirana if empty.

- Reduction of possibility of allied random bombings. Berlin and off-map cities(mines) now at 20% and the rest at 15%.

Can’t be fixed yet due to limitations in the editor;

- Partisans arrivning in 1942, unfortunately they begin as soon as territory are occupied.

- Italy surrender to Allies. Does’nt matter if Italy would be changed into a minor, until editor is possible to do this Italy will still be fighting on the eastern front although Italy’s surrender will be declared in 1943.

- Vyborg and territory lost in the winter war can’t be set as belonging to Finland but occupied by USSR. This is because Finland starts as a neutral state.

VERSION 1.2 CHANGES

- Reduced AP points from 3 to 2 for Turkey, Croatia and Bulgaria. Forgot to change that in the earlier versions.

-mIncreased supply to 6 in USSR occupied cities. Wehrmacht unable of historical advances otherwise.

- Decreased Germany’s industrial modifier to 50% to simulate the low level of war-production early in the war. Hopefully with the possibilty of increased supply to 6 in USSR cities this will mean that german advances are halted formost due to attrition and not supply. This would be a far better simulation of the eastern front. German MMP prodution will of course increase when russian cities are captured.

- German and Italian industry tech avances set to 10%. USSR at 25%, starting with 2 chits.

- Engineers now start without attack values, only defence.

- Mius river added, Donets river adjusted.

- Added city of Ryzhan

- Added off-map mines to represent cities of Irkutsk, Novosibirsk, Vladivostok.

- Increased partisan supply events to 15% for Zagreb, Caucasus, Baltic, Ukraine, Northern and Western Russia, and 20% for Belorussia.

- Increased occurence of Partisan units in Minsk, Bryansk and Novgorod to 20%.

- USSR starts with 3 chits in Industrial technology research.

Battle for Russia

This campaign is entirely dedicated to the unbreakable russian people.

BACKGROUND

On june 22nd 1941, Adolf Hitler’s war machine invaded the Soviet Union. The aim was to destroy the bulk of the Red Army within 3 months and establish a defensive line running from Archangel to Astrakhan. This scenario depicts the struggle on the eastern front from 1941-45, using corps-sized units and historical OOB.

VICTORY CONDITIONS

The goal of this scenario is to control Berlin, Stalingrad, Leningrad and Moscow before may 9th 1945.

SETTINGS

This scenario is supposted to be played with FOW, Weather, production delay and WITHOUT soft build limits. The preferred setting is hard build limits.

All countries got scorched earth on for both invasion and liberation. This has been implemented to reflect the severe logistical problems of pro-longed offensives as well as the complete devastation of the vital railroad net and supply depots.

PARTISANS

Partisans appear both as supply events for cities and resources as well as units.¨

Disruptive;

There is a 10% chance that unoccupied axis controlled cities in the USSR will have a disruptive supply event. The exception to this are the cities in Belorussia that has 15%. This is to reflect the immensly strong partisan movement there.

In the former Yugoslavia there is a 10% chance that unoccupied Zagreb will have a disruptive supply event.

Partisan units;

In the mountains of Croatia and Western Serbia there is a 20% chance that Partisans will appear. The reason that Croatia’s territory is limited to Zagreb is to enable partisans in the croatian mountains(the sc2 editor does’nt allow partisans in non surrendered countries). Historically the partisan-movement in Yugoslavia-Croatia was very active and had by 1945 liberated or semi-liberated much of the country on their own.

In Russia there is a 10% posssibility that Partisan unit appear in places where the partisan-movement was extremly strong. This is in the forrests around Minsk(25,23), Bryansk(37,24) and Novgorod(30,11). Particulary in Belorussia and Minsk the partisans were very strong and fielded hundred of thousands of freedom fighters during the war. Considering that the nazis burnt down 629 villages with it's inhabitants there it is not so strange partisans were so strong. Notable is that Partisan-leader Andropov became the leader of the Soviet Union in the early 80's. It was not uncommon during the war that partisans controlled vaste areas behind german lines. The german player has to decide wether he wants to guard those areas(and cities as well) or risk partisan activity.

RAF and USSAF bombings

During the war random supply events will appear to reflect the allied bombings of Germany. On specific dates historical famous raids will appear.

NATIONS

USSR

Red Army(Force-structure of armies and Corps)

The Soviet Union fields it’s historical commanders of the Army fronts. For playing purposes the Red Army can field max 6 HQ:s while in ww2 the active army fronts were as many as 12 in 1942.

The Soviet Union and Germany used different force structures during the war. German divisions and Corps were in the beginning of the war stronger in manpower than their russian counterpart. Due to the early losses in 1941, the Red Army gradually abandoned the Corps-system in favor of field armies which had the size of 1-2 German Corps. The russian corps system would reappear later in the war. In this scenario the Red army will always field a mix of armies and Corps with the focus on Armies. The following rule of thumb have therefore been used for the russian order of battle;

- Armies of the strategic reserve included.

- Corps in the military districts of the invasion(Leningrad, Baltic, Western, Kiev, Odessa) kept.

- Along with the corps of the frontline the field armies those belonged to are also included to represent their presence(armies were the main building block of the soviet force structure) at the invasion but also later in the war.

- 30th and 33rd Corps of Orel front not included as they were transformed into 29th and 43rd armies in july 1941. The 29th and 43rd Armies are already in the soviet production queue so no need to include them.

The russian production in 1941 represent the field armies produced or corps transformed into armies. All those historically built are placed in the production queue.

Soviet “Guard”-armies will not be purchaseable nor “Red banner” armies. These are honorable names given to crack units and the player will have to rename units by themself.

As a mean of balancing each player will have the field armies/corps historically formed during 1941 in the production queue. This will guarantee that the order of battle will stay somewhat historical for the first half year of the conflict. Later on it is entirely up to the players to build what they need.

The red army organized their tanks into 30 Mech Corps that were planned to field around 1000 tanks each. On the eve of the invasion many of those were heavily understrength and fielded a large number of hopelessly old tanks. To balance the scenario it has been vital to deleted some understrength Soviet Mech corps as having them would give the russian A”free tank units” that would work unhistorical plus it would make the Soviet build limit in armour too high. Historically the soviet “Mech corps” were disbanded during 1941 due to the horrific tank losses and the rest of the tanks transfered to the infantry units. Through trial and error the somewhat smaller formation of 500-800 tanks, the TANK AMIES emerged. In this scenario Mech corps(which of many were understrength) have been merged into tank armies to make the game more historical. They are renamed as follows;

- 1st and 10th Mech Corps of the Leningrad Front merged into 1st Tank Army.

- 2nd and 18th Mech Corps of Odessa district formed into 2nd Tank Army.

- 17th, 20th(none of those had almost no tanks on june 22nd 1941) together with 11th, 13th and 14th Mech Corps merged into 10th Tank Army, of the western front.

- 6th Mech corps of the west front reformed to 6th Tank Army. Reason that this formation was not merged together with other Mech corps is that it consisted of 1000+ tanks on june 22nd 1941.

- 26th and 28th Mech Corps in Caucasus forged into 3rd Tank Army in Baku.

- 7th, 21st, 23rd Mech Corps near Orel and Moscow merged and renamed into 7th Tank Army.

- 5th Mech Corps(moving up from transbaikal) renamed 5th Tank Army. It appear near Tula together with 16th Army during the spring and had 1000+ tanks on june 22nd 1941.

- 8th Mech Corps near Lvov with 899 tanks renamed 8th Tank Army

- 4th Mech Corps in Lvov with 979 tanks renamed 4th Tank Army

- 15th and 19th Mech Corps near Tarnopol merged into 9th Tank Army

- 9th, 16th and 24th Mech Corps of the southwest Front merged into 11th Tank Army

- 22nd Mech Corps renamed 12th Tank Army

- 12th and 3rd Mech Corps of the Baltic Front merged into 13th Tank Army.

Rest of the mech corps were either disbanded or in the far east and asia.

“Siberians”

Hords of siberian troops saving Moscow in late 1941 are a myth. True is that the siberians and other divisions from the Far East fought well during the battle for Moscow, but they did not save the capital. In this scenario many of those divisions are represented in the 16th and 24th Army of the Stavka reserve. In early october an event “Far East” will appear that brings another Army unit into play and later one in november.

Otherwise the “siberian transfer” are included in existing units and MMP.

Shock Armies

The Shock Armies or “assault armies” were regular russian field armies beefed up with heavy tanks and artillery. In november 1941 1st and 2nd Shock armies appeared(2nd Shock was the 26th Army) and in december 3rd Shock Army(60th Army) appeared. This units will start in the production queue and the 26th and 60th Army will thus not be produced as it would give the russian player 2 extra armies. The shock armies will come with extra experience and an artillery attachment each.

1st Polish Army put in prodution queue. This was a unit of sovie backed polish military that fought on the eastern front from 1943 and all the way to the Battle of Berlin. It arrives on it’s historical date of july 15th, 1943.

Airforce

The Red Airforce in 1941 was divided into different kind of assignments. Each of the active Fronts had it’s own aviation component. After time this structure evolved and the “Air army” became the standard unit.

Navy

The heavy cruisers and battleships of the soviet Baltic- and Black Sea fleet on the eve of the invasion are included.

Germany

Army

Germany start with 3 HQ:s and can’t build anymore. Historically Germany fielded more than 3 from 1942 onwards but this limit serves to make Germany prioritize where to attack.

Germany can build all historical corps during the war. From 1-101 plus the mountain corps, parachute, Luftwaffe and Mountain Corps. A german corps consisted of 40,000-60,000 troops during the war. Germany can’t build armies, they are instead represented by the corps-sized units. The elite SS Corps of the Waffen SS will arrive as “free units” on their historical date and can’t be built or rebuilt. German RHG 101-103 Corps(rear area security corps) are included.

The german production queue holds the historical reinforments committed to the eastern front during the start of the invasion.

The Waffen SS Units arrive as follows;

* 1st SS Panzer Corps - july 1943

This elit unit was built around the crack divisions of Liebstandarte Adolf Hitler, Totenkopf, Das Reich, 12th SS Hitler Jugend to mention the most known. It was formed in Berlin on july 27, 1943 and then immediately in Russia and fought there for the remnants of the summer campaign. It starts of as a panzer unit with experience 4, to reflect the superior material and fighting spirit of this crack unit. It will also appear if the Red army comes close to Berlin before that date.

* 2nd SS Panzer Corps -january 1943

This unit was formed in 1942 and appeared in february 1943 on the russian front. It was monumental in von Manstein’s recapture of Kharkov and was later transfered to Italy from the battle of Kursk to help the italians following Operation Husky. It starts of near Berlin in late january 1943. It will also appear if the Red army comes close to Berlin before that date.

* 3rd SS Panzer Corps -december 1943

The rest of the SS army Corps(the volonteer-units) will not appear in this game.

Airforce

Germany starts out with the historical airforce available for Barbarossa, namely the 1st, 2nd and 4th Luftflottes. They are represented by one fighter unit and a bomber unit each. During the war Germany can also build the 10th Luftflotte that also participated in the war in the east.

Navy

Training battleships Schlesien and Schleswig-Holstein deleted as they did not participate in the fight of the Baltic Sea. That leaves Germany with the 22nd U-boat flotilla. That will not be enough for containing the russian baltic fleet(which were historically done by extensive mine-laying), but not that is not necessary as the only real targets for the russians will be the finnish troops anyway. German veteran cruiser Prinz Eugen arrives in tha Baltic Sea in mid 1944.

Finland

Finns field the historical corps 1-7 and start with the corps fighting on the south east front. Heinrichs(6) and Mannerheim(7) are available HQ:s. Note that the 3rd Corps fought in Lappland but is still purchaseable.

Italy

Italian expeditionary force in Russia(Corpo di spedizione italiano en Russia) consisting of 60,000 italian troops under Giovanni Messe, was at the start of the war in Rome and Verona and transfered to the 11th german army on the Romanian front. To reflect this unit going to Romania it will appear near Ploetsi on july 10, 1941. It will not be rebuildable and historically this corps in july 1942 was disolved to form the 35th Italian corps.

8th Italian army under Gariboldi is not included at the start but is possible to build as it was also historically formed in 1942. The axis player has the possibility to build both the 35th, 2nd and the Alpini elite corps and send to the front. However 3 corps are the italian hard build limit as this was the max number of corps historically. 4 if one count the expeditionary unit.

Romania

Romania fought on the eastern front until August 23rd, 1944 when a coup overthrowed Antonescu and the country joined the war on Germany. Initially the romanian attack in Operation Barbarossa was planned to start a bit later than june 22nd as the german high command considered the Prut-river a serious obstacle and wanted the main part of army group south to flank the Odessa district first – moving up from Lvov.

Army

During the war Romania fielded 11 field corps, 1 cavalry corps, 1 mechanized corps, 1 mountain corps and 1 guards corps. The units available in the 3rd and 4th Rumanian Army that were committed to Barbarossa is available in the game. Romania has a build-limit of 10 corps.

If Bucharest falls, Romania will surrender(depends on units left too) and the romanian troops will disappear. However historically a soviet term to accept Romania withdrawing from the war was that they fielded units to help fight the hungarians and Germans. And the romanian 1st army(4th and 7th Corps), 4th army(2nd and 6th Corps) along with the Munte Corps(mountain corps) fought in Transylvania, Slovakia and Austria. To reflect this, those troops will arrive as russian corps as soon as Bucharest falls to the Red Army. When Romania falls the Red Army will automatically declare war on Bulgaria.

Airforce

Aeronautica Regala represented by a fighter unit.

Navy

The size of the romanian navy vessels were too small to be represented on this scale.

Hungary

Hungary start with the “Mobile corps” from the Carpathian army group that participated in Operation Barbarossa. Hungary can build a total of 1 HQ(2nd Hun army), 1 airfleet and 4 corps.

There is a 80% that hungarian troops become “free french” after the fall of Budapest.

Croatia

Croatia was a fascist puppet state created after the annexation of Yugoslavia. It was the center of the strong partisan-movement and much of Croatia was liberated or semi-liberated by Partisans in 1945. To reflect this in this scenario Croatia’s territory is limited to only Zagreb(the SC 2 editor does’nt allow partisans appearing in a non-surrendered states), and partisans will appear in the “croatian” mountains.

In this scenario Croatia can build 2 units – the home guard which historically was the regular army force and the Ustasja milita that also fought against the partisans.

Slovakia

Slovakia under Tiso sent 1 corps to the russian campaign. This is represented in the game. Slovakia got a hard build limit of 1 unit.

Bulgaria

Bulgaria declared neutrality in the war against the USSR and did not send any units to help the german war effort. In this scenario Bulgaria starts neutral. If Romania surrenders, USSR will declare war on Bulgaria. Bulgaria fields the 5 army corps it had in june 1941.

[ July 20, 2006, 12:02 AM: Message edited by: Kuniworth ]

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WOW!!!,... an incredible effort you have here Kuniworth!. It has everything i like to see in a MOD...except...an AI player option for either side!...but, that can wait till later perhap's!.

I will download it now...and this game will be next to do on my play-list!. Thank's for your effort Kuni ...your work is appreciated!.

You have put your 'ALL' into making this MOD as historically correct as possible...it seem's to me!.

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VERSION 1.1 now out

VERSION 1.1 CHANGES

- Finnish corps have same attack and defense values as german ones. This to simulate the historical strength of the finnish army. Historically there were finnish annoyance with german forces in Finland as the finns viewed them as inferior to finnish troops(Engelbrecht’s 163rd infantry div from Berlin etc), so this is correct.

- Fixed a bug that caused problems with saving the game.

- Reworked SC2 weather-file to make it more realistic for this scenario, more mud during fall and spring and always snow during late fall(dec 1- 20) and winter.

- Max supply of all occupied cities in the USSR is 5.

- Moved Krivoy Rog and Nikopol to more correct geografic locations.

- Changed start of russian winter event to dec 1, 1941(dec 21 before).

- Added 36th Corps to Finlands purchaseable corps.

- Added 6th Luftflotte to Luftwaffe’s pool of purchaseable units. It fought in Belorussia in 1944.

- Added some more popup-events.

- Added Turkey to join Allies on historical date of February 23, 1945. They are however a non-cooperative state.

- Added cities of Lublin, Krasnodar and Kherson.

- Added 10th and 11th Hungarian Corps to the force pool.

- Reworked research. Max 2 chits in cathegory now and each consumable chit cost 1000 MMP. Soviet Union starts with 2 chits in production tech. Max 4 chits per country.

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Kuni, I'm game if you are. You should be able to

access my e-mail from my profile here. I want to

see if I can slow you down enough for Generals Mud

and Winter to do their thing.

One issue before we get started: Russia has 0 MPPs

during its first turn, which doesn't allow it to

buy anything, such as shattered units.

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Originally posted by John DiFool the 2nd:

One issue before we get started: Russia has 0 MPPs

during its first turn, which doesn't allow it to

buy anything, such as shattered units.

Ok lets play and do AAR here in the forum. I send you my first turn, just be sure you update to 1.1.

Reason Russia can't buy anything in the beginning is to simulate the chaos befallen the border armies in june 1941.

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Kuni, been playing your new patch tonight for a few moves. Excellent work. You must have put in a lot of time into this.

I remember playing the first large SSI game on the war in Russia. I had it down in my basement for months on end moving all those tiny little pieces all over the map.

Question - did Russia really have that Navy in the Baltic sea? What did the Germans have just some subs? What ever happened to that navy?

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Originally posted by Curry:

Question - did Russia really have that Navy in the Baltic sea? What did the Germans have just some subs? What ever happened to that navy?

Yep russians sure did have them all, and that's only the heavy cruisers and BB:s represented here. All the OOB in this scenario is 100% correct with exception of tank armies instead of mech corps(see the Read me file). Germans and the Finns had smaller navy vessels, destroyers and the 22nd flottilla in 1941. What they did was to lay vast minefields which contained the russian baltic fleet in the Finnish Bay for the remnants of the war. I think the Finns were still clearing the bay of mines in the early 50:s and here in Sweden it's not unusal even today people picking up old mines in the fishing nets.

Anyway the russians had a real catastrophe at Talinn in august 1941 as they had to evacuate the city with the german 18th Army approaching. They lost many valuable ships to mines and the Luftwaffe bombings but managed to break ouit and sailed for Kronstadt(Leningrad naval base) were they stayed for rest of the war. The surviving heavy ships were used as gun support for the defenders of Leningrad.

What I want to do if someone can creat unpassable water hexes is to simulate those minefields and make the Hanko port the only way out in the Baltic. That would make Hanko real important for both sides to control as it was historically.

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Just finished the outstanding Read Me file. Kuni packed a lot of great historical information into it.

I didn't see the Spanish volunteer division -- all in all I think something like 60,000 Spaniards fought in the campaign, probably no more than 10,000 or so at any one time, so I guess they're part of a German corps, which would make perfect sense.

The partisan part of SC-2 is confusing to me but then I'm sure it was equally confusing to the Axis so I'll have to live with it.

Starting a game now as Axis against the AI, prior to playing an AAR game (also Axis) against Kuni. Does the fact that there are no AI scripts mean the computer can't play either side, even on a low level? -- Guess I'll find out soon enough. ;)

Great Job, Kapitain Kuni. I knew it would be great even when you first started talking about it a few years ago, but looking at it now, along with the excellent documentation, passes even the high expectations I had for it. :cool: smile.gif

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Kuni, thanks for the info on the navy. Never knew that.

Jersey wonder what ever happened to most of those spainards. ?

The Germans sure did have some Soviets fighting for them but not sure about the numbers. (I think I remember reading that a lot of them were Ukrainians, like the 1st Ukraining which was the 14th Waffen Grenadier) One interesting option would be what if the Germans invaded with a mindset of being liberators instead of murderers? I wonder how many Soviets would have would have joined them. Of course that is a never ever option because of who the Nazi's were and stood for.

Kuni - I'll give you a game in a bit. I have to travel some soon and will be out of the country and away from internet.

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Originally posted by Curry:

Jersey wonder what ever happened to most of those spainards. ?

The spanish blue division(div Azul) fought on the eastern front from 1941-43. As this is a corps sized scenario they are simulated to be included in reinforcements of the corps of the 16th Army.
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Kuni,

I agree with your approach to the Spanish Blue Division, on this scale it can only be seen as part of another unit.

-- Though, as Curry said, it would be interesting to have an idea of what happened with it's members. How many were lost in Russia? Somewhere I read that a total of 60,000 men went through it. Wondering how many of them returned to Spain.

There were also many French, Dutch and Belgians fighting in the USSR, with the SS. One of the last German units fighting effectively in Berlin was composed of Frenchmen.

Curry,

I believe Hitler was right in 1941 when he said the USSR just needed a good kick at the door for the whole rotten structure to cave-in. But he did it the wrong way.

As is well known, the Germans were very well received by millions of Russians, especially in the Ukraine and the former Baltic States. But the nazis were quick to sour things with their criminal behavior.

The problem with the Germans of WWII, more than anything else, was the senseless brutality of their occupations. This was at it's worst in Poland, where civilians were deliberately killed even during the initial invasion, and afterwards it was open season for any officer at all who felt like lining up a bunch of Poles and shooting them down -- junior officers were limited to killing a maximum of 100 at any one time. That gives some idea of how stupid the nazi occupations were, they created their own enemies.

In Russia I believe that, had they come in as liberators they'd have had no problem in outsting the Soviets. They'd have needed to establish Russian and Ukranian puppet states but I'm also sure that they'd have been compliant and willing partners of the Reich. Instead the nazis wanted absolute servitude and decimation. They wanted Hitler's truly moronic vision of some sort of Teutonic landed warrior aristocracy lording it over a supposedly mule-like Slavic slave population.

As in Poland, and so many other places, German rule, or misrule, was the greatest enemy of it's own existence.

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Going solitaire as Axis vs computer, I'm having no trouble defeating the Soviet Army, but against the AI nobody would.

The thing that's killing me is partisans. On the June 29th 1941 turn I've already got one in the Balkans and another outside Minsk.

Shouldn't it be much later before they start forming as actual military units? Say, the winter?

-- True, many Soviet soldiers withdrew to forests and marshes and became irregulars very early in Barbarossa, but I don't think there was anything like this kind of activity at the start of the Russian campaign.

-- -- I'm sure my garrison positions are poor in this regard, but not poor enough to have them popping up immediately.

Also, I'm really confused as to how to go about preventing them from forming. It looks as though the only effective strategy is to keep a corps in each conquered city and deal with the formed corps after they appear.

Except I can't imagine the Axis having enough troops to do it that way and still fight at the front.

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Partisans are hell.

Yes there is a problem with the script as with bombings that you can't have an increase in partisan-movement but the engine works that way that you set a percentage for the whole time. Maybe it is possible to add more scripts so there is a percentage increse for each year but I dont know if that would work out. Or maybe let them appear first in 1942.

In yugo they appear in the mountains. I think it works ok.

In russia there are 3 spots they can appear as units and rest there is a 15% chance of reduction of cities if unguarded. Ive chosen cities to be reduced instead of having units pop-up in every tile of mountains and swamps which would make it intolerable. The 3 spots units can appear are in historical very strong locations outside Minsk, Bryansk and Novgorod. That's 3 spots or tiles to maybe secure. To fend off partisans in cities or whatever you got troops for it. Reason I included security-forces RHG 101-103 was for this reason.

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Thanks Kuni, makes sense.

Yes, I noticed those three corps, all starting as 5's, had to be for that purpose.

Will give it another shot a bit later using what you've posted as a guide along with some of the other excellent information you're given me. smile.gif

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Thanks for creating such an interesting mod. It's good to see the panzers being able to dash ahead and suffer the painful wait and attrition while the infantry catch up. Two questions:

What I want to do if someone can creat unpassable water hexes is to simulate those minefields
For this could you use the depression tile from Africa and paint it blue?

By November 1941, Berlin was bombed to a zero level and never recovered. Am I the victim of a berserk random number generator or is that what you intended? At any rate, it appear the capabilities of the RAF in 1941 and early 42 are overstated. I don't think that they were really effective until the Pathfinder force, Gee and Oboe were available.

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Originally posted by ebitt:

Thanks for creating such an interesting mod. It's good to see the panzers being able to dash ahead and suffer the painful wait and attrition while the infantry catch up. Two questions:

</font><blockquote>quote:</font><hr /> What I want to do if someone can creat unpassable water hexes is to simulate those minefields

For this could you use the depression tile from Africa and paint it blue?

By November 1941, Berlin was bombed to a zero level and never recovered. Am I the victim of a berserk random number generator or is that what you intended? At any rate, it appear the capabilities of the RAF in 1941 and early 42 are overstated. I don't think that they were really effective until the Pathfinder force, Gee and Oboe were available. </font>

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