Search found 148 matches

by Beriand
Sun Jul 13, 2025 1:50 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release

Anyone would like to test 6.8? :) I could play any side, one or two games. Intermediate level, preferably; expert starting-hyper-aggression will probably smash me, but could try anyway, I guess.
by Beriand
Mon Jun 30, 2025 10:01 am
Forum: Strategic Command: World War I
Topic: Post Austro-Hungarian Surrender: new states' alignment
Replies: 3
Views: 303

Re: Post Austro-Hungarian Surrender: new states' alignment


Have other readers played out a game in which the new central European states, post Austro-Hungarian collapse, mobilized for the Entente and became active participants in the final stages of the war? Does this seem a) historically reasonable


Yugoslavia and to the lesser extent Hungary might be ...
by Beriand
Tue Jun 24, 2025 7:26 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release

So, brave Slavic corps can go through their loops to resources occupied by the enemy :D
https://i.imgur.com/7vA9P1Y.png

I'm finishing my small test, unfortunately it probably became too tough for Austrians. Ottos were always dying, ok, but now Austria lose NM from occupied Galicia (and other ...
by Beriand
Sun Jun 22, 2025 7:33 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release

I think the date is different. They probably appear one week earlier, in the mod? 21/24 with turn on 22. Thus maybe different spawning points if Russia occupies hexes, hmm.

It hurts a little that Austria cannot buy back two destroyed initial corps (there are more deployed 'German' corps than this ...
by Beriand
Sun Jun 22, 2025 10:21 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release

Small note: 2nd Austrian army, if deployed in Galicia, might be a bit too suicidal. It tends to deploy east of Stanisławów, right on the frontlines, very exposed to Russians. It seems that if one wants to deploy these guys to fight Russia, the best option is... to deploy them in Serbia, then rail.
by Beriand
Wed Jun 18, 2025 10:01 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release


In fact, we used this setting in our last play-test of the mod and neither of us noticed it.


Yeah, (now) I am aware :P I was more accustomed to the 'grind mode' then, and only after start of that test played more of vanilla campaign. Seen agressive plays here and there, before trenches settle ...
by Beriand
Wed Jun 18, 2025 8:17 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release


Hi - not sure what you are seeing here. I made no changes to max entrenchment levels or to trench warfare maximums, so entrenching should be unchanged. In the regular game and in this mod units in clear terrain and at zero in trench warfare (i.e. during the opening moves of 1914) can still ...
by Beriand
Mon Jun 16, 2025 9:15 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release

Also, uh, now base max trenches is 2? Outside resources, even in clear terrain? Seems to kill lot of initial dynamics.

Yeah, it was not mentioned in notes, so I would assume unintended. It is mostly unplayable now, with very high trenches values very quickly, while heavy artillery and more shells ...
by Beriand
Mon Jun 16, 2025 8:23 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release

Nice, thanks 8-) So now USA is in fact much slower to join, unless Russia in on the ropes or Germany goes crazy with submarines, yes? But from ticking alone it is twice slower?


- All resource hexes that belong to major powers have an intrinsic NM value (as in the regular game, but unlike Version ...
by Beriand
Sat Feb 15, 2025 10:37 am
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6 in Preliminary Release


Beriand,
I am your opponent from our ongoing game, would you like to test the latest version of the 1916 game, either side is ok.
We will both write our AARs with a gentleman's promise to not peep.
Regards,
Shri.


Hi, I have just seen '1914 v6.7' game posted somewhere :) I would strongly prefer ...
by Beriand
Wed Feb 05, 2025 8:13 pm
Forum: MODS and Scenarios
Topic: Icarus Mod, Version 6 in Preliminary Release
Replies: 169
Views: 20652

Re: Icarus Mod, Version 6.6 in play-test now

Hi, started checking the mod out, soooo here goes some random observations :P Although I'm not too experienced with WW1 title, but I came around to like it.


- Major power resources no longer have an intrinsic NM value, e.g. 12 points for towns or 25 points for cities. This means that Germany no ...
by Beriand
Thu Dec 12, 2024 5:32 pm
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 129
Views: 19213

Re: Crusade in Europe 20km Pre-Release Thread

Yup, nice concentrations of forces. And so many Italians. We are waiting for our turn in testing the map and stuff 8-)

Btw, that is a lot of HQs... 15 for Germans there? Are there all necessary for providing supply? I'm just saying that managing attachments might be a hassle, maybe like +2 units ...
by Beriand
Tue Apr 30, 2024 5:24 pm
Forum: Strategic Command WWII: War in the Pacific
Topic: Marianas Scenario MP Match AAR OldCrowBalthazor [Japan] vs Simicro [USA]
Replies: 113
Views: 6766

Re: Marianas Scenario MP Match AAR [Japan]

Nice reports :D Just wanted to note, in case, that almost certainly popups in the campaign advise landing all initial forces on Saipan, and indeed it might be quite easier than splitting forces in two, for obvious reasons. MPPs for re-embarking on amphibs will be provided later by event.
by Beriand
Thu Apr 11, 2024 2:59 pm
Forum: Scenario Design and Modding
Topic: Crusade in Europe 20km Pre-Release Thread
Replies: 129
Views: 19213

Re: Crusade in Europe 20km Pre-Release Thread

Can't wait to move tanks around 8-) Though so many players will consider ending their lives because of high ship numbers, only the toughest shall prevail.
by Beriand
Sat Feb 17, 2024 1:24 pm
Forum: MODS and Scenarios
Topic: Battle for Galicia and Poland scenario - 3.5th version ready!
Replies: 42
Views: 6525

Re: Battle for Galicia and Poland scenario - 3.5th version ready!

I usually prefer longer campaigns with tech/force buildup instead of smaller battle-like scenarios from some recent DLCs, but this mod is cool, thanks for the work 8-) Quick to play and dynamic, with multiple routes, but also need to take note of supply and vision. Mostly without mud/winter/empty ...
by Beriand
Thu Feb 15, 2024 8:53 am
Forum: MODS and Scenarios
Topic: War in the Pacific Release thread
Replies: 282
Views: 34311

Re: War in the Pacific Release thread


I cannot find any such setting for altering the shell replenishment rate, unless I am missing something obvious somewhere. OK, I see how it can be done, by setting Min Shells to 3, but it is clearly 1 in both scenarios. I'll summon a mod in here. Should be the same for both scenarios since the ...
by Beriand
Wed Feb 14, 2024 9:12 am
Forum: MODS and Scenarios
Topic: War in the Pacific Release thread
Replies: 282
Views: 34311

Re: War in the Pacific Release thread


Hmm, just checked, I see a max of 3 for both Japan and China-note the replenishment is hard-coded at 1.

Since you are in the middle of a game, would like to know how you're handling all the partisans, since that is something that other Japanese players have questioned, tho one J. player did as ...
by Beriand
Tue Feb 13, 2024 8:54 am
Forum: MODS and Scenarios
Topic: War in the Pacific Release thread
Replies: 282
Views: 34311

Re: War in the Pacific Release thread


I believe 3 is the vanilla setting for artillery-and for the IJA given the thicker terrain I added in China will likely prove helpful if not necessary.


Well, 3 is vanilla max shells, but vanilla replenishment is 1 shell/turn, I guess? But yeah, it is really needed for Japs. I asked, because ...
by Beriand
Fri Feb 09, 2024 10:04 pm
Forum: MODS and Scenarios
Topic: War in the Pacific Release thread
Replies: 282
Views: 34311

Re: War in the Pacific Release thread

Japanese artillery gets 3 shells/turn, meaning 3 shots per turn, at least in the alternate scenario. Just wanted to ask to be sure, if this is by design?

Image
And what a blatant racism 8-)
by Beriand
Mon Jan 01, 2024 9:26 am
Forum: MODS and Scenarios
Topic: Orb & Crown 0.93: Fantasy warfare mod for World at War
Replies: 76
Views: 9981

Re: Orb & Crown 0.6: Fantasy warfare mod for Strategic Command: WaW

Well then, so I'm looking for someone to play with on 0.6 8-) As any side, could do one or two games (if I were to guess, Adversaries should have advantage in this version). Preferably someone(s) who spend at least couple of hours with the mod (AI, guide, hotseat, PBEM, whatever).

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