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by mdsmall
Sun Jul 05, 2026 4:03 pm
Forum: Strategic Command: World War I
Topic: Convoy Raiding vs Unrestricted Naval Warfare
Replies: 2
Views: 354

Convoy Raiding vs Unrestricted Naval Warfare

In the preceding thread Scout1 asks about the comparative impact on the U.K. of German raiding against U.K. convoy routes versus German unrestricted naval warfare. The answer is not simple and the while the overall effects of both are mentioned in the Manual and the Strategy Guide, the details are ...
by mdsmall
Fri Jul 03, 2026 9:53 pm
Forum: Strategic Command: World War I
Topic: Still Coming up to Speed on this excellent title
Replies: 9
Views: 478

Re: Still Coming up to Speed on this excellent title

I think you had it backwards. To affect British and German NM, a German naval unit (of any kind) can be adjacent or on top of one the NM hexes. To reduce British port suply, it has to be on top of the hex.

I should note that the supply effects are calculated by zone. All of the NM hexes are in one ...
by mdsmall
Fri Jul 03, 2026 1:35 am
Forum: Strategic Command: World War I
Topic: Still Coming up to Speed on this excellent title
Replies: 9
Views: 478

Re: Still Coming up to Speed on this excellent title

Hi scout1 - to answer your questions above:

1) any naval unit from either side on one of the Entente blockade hexes will trigger the NM penalty for Germany. This includes naval mines. No loss of supply.

2) it makes no difference is a sub is in silent or hunt mode in terms of triggering ...
by mdsmall
Wed Jul 01, 2026 7:39 pm
Forum: AAR
Topic: Icarus 1916 campaign, Version 7.1 - hannaj (Central Powers) versus mdsmall (Entente)
Replies: 1
Views: 200

Icarus 1916 campaign, Version 7.1 - hannaj (Central Powers) versus mdsmall (Entente)

1. I recently completed a terrific play-test with hannaj of the 1916 campaign for the Icarus mod, Version 7.1. After recently playing the Central Powers against Old Crow Balthazor in both the 1914 and 1916 campaigns using Version 7.0 I was interested in trying the Entente side. People who followed ...
by mdsmall
Mon Jun 22, 2026 11:01 am
Forum: War Room
Topic: Upgraded Artillery too strong ?
Replies: 1
Views: 442

Re: Upgraded Artillery too strong ?

If upgraded artillery could not de-entrench, the game would quickly become completely static once Trench Warfare level 2 arrived. Really, the issue is not so much with artillery as it is baked into the fact that the game is played in sequential turns, so that once an enemy corps is de-entrenched, an ...
by mdsmall
Sun Jun 21, 2026 9:29 pm
Forum: Strategic Command: World War I
Topic: NM Question relative to capturing/losing a city
Replies: 2
Views: 232

Re: NM Question relative to capturing/losing a city

Major power resources have an intrinsic NM value (which you can see on the pop-up menu in the game, below their supply value). This only matters if the resource is captured by the enemy. Thus, if the Germans capture Reims, 12 NM points for it will accrue to Germany and will be deducted from France ...
by mdsmall
Sun Jun 14, 2026 4:35 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Hi Beriand - you are right. Increasing the industrial modifier for AH will raise, not reduce, their income. I will look into other ways of slightly slowing down Austria-Hungary in the later stages of the war. The disparity in its economy versus Italy is particularly striking once Russia has left the ...
by mdsmall
Sun Jun 14, 2026 4:30 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

I have made a small update to the files for both Icarus campaigns to ensure that the following scripts fire correctly:
- mobilization of the Greek navy if it enters the war;
- mobilization of the Greek corps in Kalamata;
- no NM penalty for Russia if the British intervention force is removed after ...
by mdsmall
Mon Jun 08, 2026 6:23 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release



Ents cannot move into the occupied territory:
https://i.imgur.com/bpS2cPo.png

Because it is occupied by armisticed-Ottoman Empire...:
https://i.imgur.com/8gtxqjP.png

I think this is because of Expeditionary Corps units.



Hi Beriand - this is puzzling. I have tried a couple of hot seat ...
by mdsmall
Mon Jun 08, 2026 5:47 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release


Hello, my friend and I are playing mirror games. We started one over, and when I hosted the game, it shows red in the open challenges; I posted another game, and the same thing. What is the fix for this?


Hi Morsey - you are probably using a slightly older version of the latest version of the ...
by mdsmall
Fri Jun 05, 2026 4:16 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release


There are few US/French scripts activating with American units 5 hexes from Paris. I think it can be safely ~8 hexes from Paris, to include wider front, whenever US units might want to pop up.

I am not sure what is flu epidemic status now. But there was nothing in France. Some small hits to ports ...
by mdsmall
Sat May 23, 2026 7:49 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

I have made a couple of corrections and small edits to the files for both campaigns in my Dropbox, as follows:

- Corrected the NM boost for the U.K. and France if Belgium is liberated;
- Corrected the NM loss for the Ottomans if Tobruk is lost after being captured;
- Corrected script for Russian ...
by mdsmall
Mon May 18, 2026 4:09 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

I have made a two very small corrections to both 1914 and 1916 Icarus Version 7.1.

The idea of having Lawrence arrive in Arabia via a loop script from Cairo (see above) was causing more problems than it solved, so I have gone back to the familiar settings from Version 7.0 and before. He spawns in ...
by mdsmall
Mon May 18, 2026 4:00 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release


Maybe Romanians could be dealt with like Italy? Say starting with 20% lower mobilisation, so rushed diplo is much less possible; but in early 1916 French can pay them in 'Treaty of Bucharest (1916)' or something, to quickly mobilise and join Ents? Such a derandomisation would be a boon, I think ...
by mdsmall
Mon May 18, 2026 3:56 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release


Honestly since after Icarus 4.0 I feel the CP has a larger advantage than the Entente. For content previously I felt Germany, as it should be, was extremely strong with enough units for both fronts, but the ottomans and austrians would collapse/fail on the russian-uk front by 1916. This usually ...
by mdsmall
Thu May 14, 2026 1:50 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release


At least in the version I have, you got #TYPE= 3 in Ottomans 40% NM decision, and probably also in 25% NM Italian decision. So I think they do not work, which is a big hit for Ottos.


Thank Beriand for catching those two glitches. I checked and they were only present in the 1914 campaign, not ...
by mdsmall
Thu May 07, 2026 6:20 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Hi - I have just made a minor adjustment to the files for Version 7.1. T.E. Lawrence now arrives in Beni Suef, rather than Cairo. This avoids the small risk of having the loop script transport to Arabia a different UK unit that might be defending Cairo, before the Lawrence HQ can spawn. The latest ...
by mdsmall
Tue May 05, 2026 12:53 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Corrections and Updates to Icarus Version 7.1

Recent play-testing by Beriand and myself have revealed a few issues that need correction in both campaigns of Icarus Version 7.1. Since I had to correct the files for both campaigns, I have made a couple of other specific updates as well, as follows ...
by mdsmall
Tue May 05, 2026 12:19 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release


Hello, no, I meant units near Tabriz. Some garrisons spawned there for most of previous versions, but nothing this time.

Also, Greece can enter the war much before their date limits for production of units. So enemy can smash Salonika and press further, but Athens cannot build or even rebuild ...
by mdsmall
Mon May 04, 2026 10:52 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Versions 6 and 7 in Preliminary Release
Replies: 330
Views: 54899

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Hi Beriand - thanks for the question about Serbian HQs. Yes, Serbia is allowed to build two HQs and Montenegro one (as in the regular game), but there was a small glitch in the 1914 campaign with the second Serbian HQ which I have now corrected. See my next post on this thread.

I think by decision ...

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