653Nv1.7 Axis AAR

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sPzAbt653
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653Nv1.7 Axis AAR

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I'm doing this here instead of the AAR Forum because this mod is so different from the stock game. Hopefully this way any confusion or possible misrepresentation can be avoided.

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RE: 653Nv1.7 Axis AAR

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At Start stuff:

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RE: 653Nv1.7 Axis AAR

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I go to the Options>Advanced>Scripts to uncheck this one so that the game will go until 1947 if I want it to.

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RE: 653Nv1.7 Axis AAR

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Large picture but it shows a lot of stuff. The terrain colors are changed a little. Rail Lines are a little more defined. Ports are white circles, Major Ports have a dot in the center [Kiel is the only Major Port in this shot, Major Ports are generally set to 8 while Ports are set to 5].

Major Cities [Bremen] and Major Capitols [Berlin] contribute MPP's, Towns [Kassel] do not.

I changed The Ruhr 'mines' to an 'industry' icon, just for looks. Other mines [Saar Industry pictured lower right] still look like mines.

Top center, Canada can be seen added as a Major.

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RE: 653Nv1.7 Axis AAR

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As mentioned earlier in the 653N thread, the convoy system has been replaced by cross-hatched hexes [same as those used to represent sea mines in the stock game]. The convoy locations can be seen on the map below, the full resolution version of it is included in the mod zip].

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RE: 653Nv1.7 Axis AAR

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At start in Poland, German Army Groups North and South are ready to attack. 653N uses Historical OOB's and Unit Names throughout, as best as can be achieved.

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RE: 653Nv1.7 Axis AAR

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North Africa - notice that many of the towns and settlements have been removed, making the ports VERY important.

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RE: 653Nv1.7 Axis AAR

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End of Turn 1 in Poland. Somehow I've lost the Hex Ownership Lines in this version, no idea what I did to make that happen! It seems to only affect Poland, though. So no big deal.

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RE: 653Nv1.7 Axis AAR

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Diplomacy - I won't be doing anything here for a while.

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RE: 653Nv1.7 Axis AAR

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Research - Also won't be doing anything here for many turns. Germany has an advantage in most categories already, and the MPP's are better spent on buying units to exploit the early advantage. I think.

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RE: 653Nv1.7 Axis AAR

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Purchases - Not until Poland falls will any be made. And yeah, its pretty ugly since I changed the big tan box to be blue. The lettering should be white, but I don't think I can change that [:(]

Note that the HQ's represent Army's instead of individuals [USSR has Fronts]. I originally played with the stock individual names but I couldn't get used to it. Plus, when doing Historical stuff, the change of generals was difficult to keep in line.

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RE: 653Nv1.7 Axis AAR

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MPP Report, plus the U-Boats are working the convoys and Canada is getting ready for action.

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RE: 653Nv1.7 Axis AAR

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End of turn 2. It's nice to get Poland in two turns, but it doesn't always work out [:(]

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RE: 653Nv1.7 Axis AAR

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I changed the wording to say 'Attrition' instead of 'Desertions'.

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RE: 653Nv1.7 Axis AAR

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I move the two Tac's that are near France along with the FJ's to north Germany in order to take Denmark. It's an easy grab with the Tac's usually wiping out the Copenhagen Garrison, and then the FJ's can drop on the Capital. Sometimes it doesn't work and it takes an extra turn.

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RE: 653Nv1.7 Axis AAR

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Turn 3 - Poland falls.

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RE: 653Nv1.7 Axis AAR

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Western Germany has been held by the 7.Army with a collection of reservists. I will Force March all of the units from Poland to here [except the Grenschutz/Garrison units, they will stay behind].

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RE: 653Nv1.7 Axis AAR

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With Poland and Denmark captured, some purchases will be made. These three units aren't totally necessary to capture France, but they come in handy. Just enough MPP's to get them [before and after at upper right].

With these purchases made, next turn I can start reinforcing and upgrading units. All the units from Poland will arrive in position first, then will get reinforced/upgraded.

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RE: 653Nv1.7 Axis AAR

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The latest MPP Report.

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RE: 653Nv1.7 Axis AAR

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Convoys are being worked, and USSR attacks Finland.

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