Game results - Tell us how your 1 player game ended
Moderator: Joel Billings
Re: Game results - Tell us how your 1 player game ended
Operation Typhoon
Axis: intermediate
Soviet: AI (Impossible difficulty)
Version: 01.02.45
Ending date: Turn 15, Axis Major victory.
Losses:
- Men: 317.685 for the Axis and 1.428.782 for the Soviets;
- Guns: 583 for the Axis and 14.021 for the Soviets;
- AFV 191 for the Axis and 1.887 for the Soviets;
- Aircrafts: 21 for the Axis (21 operational) and and 551 for the Soviets (449 operational)
Quick note: for whatever reason, the AI left Moscow totally undefended. The 3rd Motorized Division was able to capture it on T3. The remaining two fortresses south-west and north-west of Moscow were abandoned by the AI on T3 and fell without a shot being fired on T4.
Axis: intermediate
Soviet: AI (Impossible difficulty)
Version: 01.02.45
Ending date: Turn 15, Axis Major victory.
Losses:
- Men: 317.685 for the Axis and 1.428.782 for the Soviets;
- Guns: 583 for the Axis and 14.021 for the Soviets;
- AFV 191 for the Axis and 1.887 for the Soviets;
- Aircrafts: 21 for the Axis (21 operational) and and 551 for the Soviets (449 operational)
Quick note: for whatever reason, the AI left Moscow totally undefended. The 3rd Motorized Division was able to capture it on T3. The remaining two fortresses south-west and north-west of Moscow were abandoned by the AI on T3 and fell without a shot being fired on T4.
- Joel Billings
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Re: Game results - Tell us how your 1 player game ended
If you have a save at the start of your Soviet turn 2, please email it to 2by3@2by3games.com. Looks like this scenario was not impossible for you.
While the AI often is not the best at defending objectives in short scenarios, I'm surprised that the main Moscow hex itself isn't garrisoned at all. I'd like to be able to run the AI turn 2 and see what happened. Thanks.

All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game results - Tell us how your 1 player game ended
Started the 1944 campaign of the new DLC, spent hours improving the OOB, re-assigning support units, merging and splitting units and so on. Also initiated two withdrawals, one from Vitebsk towards the Lepel airbase and the other withdrawing the units in front of Orsha and Mogilev that were located East of Dnepr on the other side of the river. Also withdrew the SS divisions from Narva towards the South, but maintained the defense at Narva with the regular units remaining there. Finally end turn and the AI does nothing with its air phase. After the air phase it starts bombarding my units = 700+ tanks gone due to artillery bombardment in one round. No other ground attacks except those bombardments.
Fine, I reloaded the game before previous ending of turn 1 and moved all my tank and mechanized divisions hundreds of kilometers behind the lines. End turn again and the AI does the same bombardment ignoring the distance. It bombards, for example, from Kovel to Warsaw where some tank divisions were stationed destroying half of the tanks in Warsaw. That's aprox 300 kilometers.
The result was similar to previous, about 670 tanks got wrecked in total.
Then I've seen someone else's 44 campaign uploaded on Youtube and there is no bombardment happening during the soviet round 1. Maybe there was some update adding this stuff, who knows.. Or the bombardment is linked to the withdrawal of units? (the youtube guy did not withdrew from the original line of defense). In any case I feel like there should be a warning for the player that there is a pre-planned bombardment in case of withdrawal. Also, leaving aside the completely unrealistic distance related issue, the bombardment results should be more realistic, destroying half of the tanks in one turn purely by lobbing artillery shells doesn't make much sense, the losses should apply more to support units, CPP, morale, etc, but the actual tank losses from one round of artillery shelling should not exceed 5% in my view. While in the current implementation they are more like 50%.
Fine, I reloaded the game before previous ending of turn 1 and moved all my tank and mechanized divisions hundreds of kilometers behind the lines. End turn again and the AI does the same bombardment ignoring the distance. It bombards, for example, from Kovel to Warsaw where some tank divisions were stationed destroying half of the tanks in Warsaw. That's aprox 300 kilometers.

Then I've seen someone else's 44 campaign uploaded on Youtube and there is no bombardment happening during the soviet round 1. Maybe there was some update adding this stuff, who knows.. Or the bombardment is linked to the withdrawal of units? (the youtube guy did not withdrew from the original line of defense). In any case I feel like there should be a warning for the player that there is a pre-planned bombardment in case of withdrawal. Also, leaving aside the completely unrealistic distance related issue, the bombardment results should be more realistic, destroying half of the tanks in one turn purely by lobbing artillery shells doesn't make much sense, the losses should apply more to support units, CPP, morale, etc, but the actual tank losses from one round of artillery shelling should not exceed 5% in my view. While in the current implementation they are more like 50%.
Re: Game results - Tell us how your 1 player game ended
Have you noticed that people don't want to board trains with you or share a taxi? That could be it ... the Universe is watching you at any distance!
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
Re: Game results - Tell us how your 1 player game ended
Saves before and after sent to the devs would be helpful.qed wrote: ↑Thu Dec 01, 2022 10:29 am Started the 1944 campaign of the new DLC, spent hours improving the OOB, re-assigning support units, merging and splitting units and so on. Also initiated two withdrawals, one from Vitebsk towards the Lepel airbase and the other withdrawing the units in front of Orsha and Mogilev that were located East of Dnepr on the other side of the river. Also withdrew the SS divisions from Narva towards the South, but maintained the defense at Narva with the regular units remaining there. Finally end turn and the AI does nothing with its air phase. After the air phase it starts bombarding my units = 700+ tanks gone due to artillery bombardment in one round. No other ground attacks except those bombardments.
Fine, I reloaded the game before previous ending of turn 1 and moved all my tank and mechanized divisions hundreds of kilometers behind the lines. End turn again and the AI does the same bombardment ignoring the distance. It bombards, for example, from Kovel to Warsaw where some tank divisions were stationed destroying half of the tanks in Warsaw. That's aprox 300 kilometers.The result was similar to previous, about 670 tanks got wrecked in total.
Then I've seen someone else's 44 campaign uploaded on Youtube and there is no bombardment happening during the soviet round 1. Maybe there was some update adding this stuff, who knows.. Or the bombardment is linked to the withdrawal of units? (the youtube guy did not withdrew from the original line of defense). In any case I feel like there should be a warning for the player that there is a pre-planned bombardment in case of withdrawal. Also, leaving aside the completely unrealistic distance related issue, the bombardment results should be more realistic, destroying half of the tanks in one turn purely by lobbing artillery shells doesn't make much sense, the losses should apply more to support units, CPP, morale, etc, but the actual tank losses from one round of artillery shelling should not exceed 5% in my view. While in the current implementation they are more like 50%.

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- Joel Billings
- Posts: 33474
- Joined: Wed Sep 20, 2000 8:00 am
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Re: Game results - Tell us how your 1 player game ended
Sorry you ran into this bug. It sounds like you ran into the bug that was reported after release, and has been fixed in the next update that will go out (probably late next week). As long as the Axis launches one ground attack on turn 1, this bug doesn't happen, which is why we didn't pick it up in testing. Basically the Soviet AI short circuits and tries to run a first turn script even though there is no first turn Soviet script since the Soviets are the 2nd player. This causes very bad things to happen. Here's the change note for the fix:qed wrote: ↑Thu Dec 01, 2022 10:29 am Started the 1944 campaign of the new DLC, spent hours improving the OOB, re-assigning support units, merging and splitting units and so on. Also initiated two withdrawals, one from Vitebsk towards the Lepel airbase and the other withdrawing the units in front of Orsha and Mogilev that were located East of Dnepr on the other side of the river. Also withdrew the SS divisions from Narva towards the South, but maintained the defense at Narva with the regular units remaining there. Finally end turn and the AI does nothing with its air phase. After the air phase it starts bombarding my units = 700+ tanks gone due to artillery bombardment in one round. No other ground attacks except those bombardments.
Fine, I reloaded the game before previous ending of turn 1 and moved all my tank and mechanized divisions hundreds of kilometers behind the lines. End turn again and the AI does the same bombardment ignoring the distance. It bombards, for example, from Kovel to Warsaw where some tank divisions were stationed destroying half of the tanks in Warsaw. That's aprox 300 kilometers.The result was similar to previous, about 670 tanks got wrecked in total.
Then I've seen someone else's 44 campaign uploaded on Youtube and there is no bombardment happening during the soviet round 1. Maybe there was some update adding this stuff, who knows.. Or the bombardment is linked to the withdrawal of units? (the youtube guy did not withdrew from the original line of defense). In any case I feel like there should be a warning for the player that there is a pre-planned bombardment in case of withdrawal. Also, leaving aside the completely unrealistic distance related issue, the bombardment results should be more realistic, destroying half of the tanks in one turn purely by lobbing artillery shells doesn't make much sense, the losses should apply more to support units, CPP, morale, etc, but the actual tank losses from one round of artillery shelling should not exceed 5% in my view. While in the current implementation they are more like 50%.
• Steel Inferno AI - Soviet AI on turn 1 of 1944 Campaign (May Start) launches illegal phantom attacks at hexes in the Axis rear (if no attack is made during Axis turn 1). Fixed.
If you have your game saved before the end of your turn, try launching one attack and see if that fixes the issue. Also, if you have pre-log saves turned on, you can load that, launch one attack, and then end your turn. Clearly bombardments 300km in the rear are not WWII. I hope you have a save so you don't lose all the time you put in on your turn.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
Re: Game results - Tell us how your 1 player game ended
Thanks mate, you saved me 4h or more of OOB work. I did an attack and then it workedJoel Billings wrote: ↑Thu Dec 01, 2022 5:38 pmSorry you ran into this bug. It sounds like you ran into the bug that was reported after release, and has been fixed in the next update that will go out (probably late next week). As long as the Axis launches one ground attack on turn 1, this bug doesn't happen, which is why we didn't pick it up in testing. Basically the Soviet AI short circuits and tries to run a first turn script even though there is no first turn Soviet script since the Soviets are the 2nd player. This causes very bad things to happen. Here's the change note for the fix:qed wrote: ↑Thu Dec 01, 2022 10:29 am Started the 1944 campaign of the new DLC, spent hours improving the OOB, re-assigning support units, merging and splitting units and so on. Also initiated two withdrawals, one from Vitebsk towards the Lepel airbase and the other withdrawing the units in front of Orsha and Mogilev that were located East of Dnepr on the other side of the river. Also withdrew the SS divisions from Narva towards the South, but maintained the defense at Narva with the regular units remaining there. Finally end turn and the AI does nothing with its air phase. After the air phase it starts bombarding my units = 700+ tanks gone due to artillery bombardment in one round. No other ground attacks except those bombardments.
Fine, I reloaded the game before previous ending of turn 1 and moved all my tank and mechanized divisions hundreds of kilometers behind the lines. End turn again and the AI does the same bombardment ignoring the distance. It bombards, for example, from Kovel to Warsaw where some tank divisions were stationed destroying half of the tanks in Warsaw. That's aprox 300 kilometers.The result was similar to previous, about 670 tanks got wrecked in total.
Then I've seen someone else's 44 campaign uploaded on Youtube and there is no bombardment happening during the soviet round 1. Maybe there was some update adding this stuff, who knows.. Or the bombardment is linked to the withdrawal of units? (the youtube guy did not withdrew from the original line of defense). In any case I feel like there should be a warning for the player that there is a pre-planned bombardment in case of withdrawal. Also, leaving aside the completely unrealistic distance related issue, the bombardment results should be more realistic, destroying half of the tanks in one turn purely by lobbing artillery shells doesn't make much sense, the losses should apply more to support units, CPP, morale, etc, but the actual tank losses from one round of artillery shelling should not exceed 5% in my view. While in the current implementation they are more like 50%.
• Steel Inferno AI - Soviet AI on turn 1 of 1944 Campaign (May Start) launches illegal phantom attacks at hexes in the Axis rear (if no attack is made during Axis turn 1). Fixed.
If you have your game saved before the end of your turn, try launching one attack and see if that fixes the issue. Also, if you have pre-log saves turned on, you can load that, launch one attack, and then end your turn. Clearly bombardments 300km in the rear are not WWII. I hope you have a save so you don't lose all the time you put in on your turn.

Re: Game results - Tell us how your 1 player game ended
Scenario Name: Race for the Caucasus
Axis: Challenging AI
Soviet: FortTell, Experienced but never played the scenario before
Versions: 1.02.45 -> 1.02.47beta
VP odds 12.9:1 in favour of the USSR
Decisive Soviet victory
Losses: (Axis/USSR)
Men: 154k/214k (129k/114k without initial wounded)
Guns: 2459/1674
AFV: 646/279
Aircraft: 94/455
Vehicles: 10040/1280
Maximum Axis expansion eastwards (T3):

The last Axis push (T8):

Final positions (FOW disabled for the screenshot):

Was not impressed by the AI, even though I was specifically asked to give it the teleport bonus in the scenario briefing. At times, it seemed, it was hindered by its desire to maintain a connected defensive line and spread out into regiments way too early. Moreover, it ignored Krasnodar and could not get the supply line farther than Kropotkin (I held the Kuban bend there the whole scenario). Which did not stop it from pushing repeatedly around Mozdok, I had trouble holding the line by the Gorkaya Balka river until T8, but the continued demolishing of the various regiments and my complete air dominance ensured they never got far enough to threaten anything. Also, during the mud turns they retreated all along the front and by the time the snow fell I found the majority of their units concentrated where they had no place to be, and encircled them but did not have enough time to bag them. And they never took Kastornoe, leaving me with a flanking force in the north. And they left Rostov wide open so the divs pocketed on T1 took it on T3.
Will need to try again without the teleportation to see if this makes things better for the Axis.
Finally, there is a bug with the 218th NBAD. It is marked as accepting fighters only, despite its name and initial planes. It should accept biplane bombers (U-2, R-Z) instead.
Axis: Challenging AI
Soviet: FortTell, Experienced but never played the scenario before
Versions: 1.02.45 -> 1.02.47beta
VP odds 12.9:1 in favour of the USSR
Decisive Soviet victory
Losses: (Axis/USSR)
Men: 154k/214k (129k/114k without initial wounded)
Guns: 2459/1674
AFV: 646/279
Aircraft: 94/455
Vehicles: 10040/1280
Maximum Axis expansion eastwards (T3):

The last Axis push (T8):

Final positions (FOW disabled for the screenshot):

Was not impressed by the AI, even though I was specifically asked to give it the teleport bonus in the scenario briefing. At times, it seemed, it was hindered by its desire to maintain a connected defensive line and spread out into regiments way too early. Moreover, it ignored Krasnodar and could not get the supply line farther than Kropotkin (I held the Kuban bend there the whole scenario). Which did not stop it from pushing repeatedly around Mozdok, I had trouble holding the line by the Gorkaya Balka river until T8, but the continued demolishing of the various regiments and my complete air dominance ensured they never got far enough to threaten anything. Also, during the mud turns they retreated all along the front and by the time the snow fell I found the majority of their units concentrated where they had no place to be, and encircled them but did not have enough time to bag them. And they never took Kastornoe, leaving me with a flanking force in the north. And they left Rostov wide open so the divs pocketed on T1 took it on T3.
Will need to try again without the teleportation to see if this makes things better for the Axis.
Finally, there is a bug with the 218th NBAD. It is marked as accepting fighters only, despite its name and initial planes. It should accept biplane bombers (U-2, R-Z) instead.
Re: Game results - Tell us how your 1 player game ended
Scenario Name: GC
Axis: Exalted
Soviet: Normal+ (110 moral soviets)
Versions: 1.02.50
Final VP: 763 win on the 1 jan 43 check.
Decisive German victory
German Losses 1.119 million.
Guns 36263
AFC 7147
AIR 2186 (1310 operational)
Soviet losses 9.777 millions.
Guns 149 841
AFV 41843
AIR 20349 (10256 Operational)
Would probably have a been a victory on the earlier 42 check but I was unaware of the infestation of ravenous magical supply ponies in my depots.
In all likelihood this was the last chance to win directly since 43 didn't look like a good year for getting more VP. I might have gained 10 or 20 but probably not more especially not without loosing some of what I already held with both Stalino and Tambov looking dicey to hold through the winter and a few other minor breakthroughs for the soviet during nov-dec.
Just a thought that I got after it was done, I didn't engage with the air war much in this play through and the luftwaffe barely operated at all but isn't that a lot of operational losses for both sides
Axis: Exalted
Soviet: Normal+ (110 moral soviets)
Versions: 1.02.50
Final VP: 763 win on the 1 jan 43 check.
Decisive German victory
German Losses 1.119 million.
Guns 36263
AFC 7147
AIR 2186 (1310 operational)
Soviet losses 9.777 millions.
Guns 149 841
AFV 41843
AIR 20349 (10256 Operational)
Would probably have a been a victory on the earlier 42 check but I was unaware of the infestation of ravenous magical supply ponies in my depots.
In all likelihood this was the last chance to win directly since 43 didn't look like a good year for getting more VP. I might have gained 10 or 20 but probably not more especially not without loosing some of what I already held with both Stalino and Tambov looking dicey to hold through the winter and a few other minor breakthroughs for the soviet during nov-dec.
Just a thought that I got after it was done, I didn't engage with the air war much in this play through and the luftwaffe barely operated at all but isn't that a lot of operational losses for both sides

Re: Game results - Tell us how your 1 player game ended
1941 Campaign
Axis AI/Challenging
Soviet RKhan/First WITE 2 Game
1.02.45
Decisive victory January 43 574VP
This was a learning game. I used AI air management, I hope to tackle that in the next game.
The AI could not deal with breakthroughs very well. While I was marching into East Prussia it still pushed towards Moscow.
Still, very enjoyable if not actually challenging.
Losses Axis/Soviet
Men 3132k/6770k
AFV 7493/18921
Aircraft 3692/15263
Axis AI/Challenging
Soviet RKhan/First WITE 2 Game
1.02.45
Decisive victory January 43 574VP
This was a learning game. I used AI air management, I hope to tackle that in the next game.
The AI could not deal with breakthroughs very well. While I was marching into East Prussia it still pushed towards Moscow.
Still, very enjoyable if not actually challenging.
Losses Axis/Soviet
Men 3132k/6770k
AFV 7493/18921
Aircraft 3692/15263
RKhan
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Re: Game results - Tell us how your 1 player game ended
Axis: Player
SOv: AI
Difficulty: normal
TB : on
Axis decisive victory on turn 54, 760 VP
Finally made it in summer 42. captured Leningrad and all "small" towns, Yaroslawel, Ryzan, Tambow,
Rostov, Maikop.
Winter defense on Kalinn, Orel, Kursk Kharkov D- and Z-Town.
Axis loses: 1.3 Mil. Sov losses: 7.5 Mil.
SOv: AI
Difficulty: normal
TB : on
Axis decisive victory on turn 54, 760 VP
Finally made it in summer 42. captured Leningrad and all "small" towns, Yaroslawel, Ryzan, Tambow,
Rostov, Maikop.
Winter defense on Kalinn, Orel, Kursk Kharkov D- and Z-Town.
Axis loses: 1.3 Mil. Sov losses: 7.5 Mil.
Re: Game results - Tell us how your 1 player game ended
Case Blue Phase II
Axis: Player
Sov: AI (moral 109)
Minor Axis V. (1.3-1.0)
casualties (Axis / Sov):
men: 625k / 1.733k
guns: 9.5k / 26k
afv: 2k / 7.4k
air: 1.8k / 7.6k
Tried a different strategy: 2th A and 6th A cleaning the North; 17th A, 1PA to Grosny. Stgrad was captured in the last turn, Grosny was in 3hex reach - but too many Sov.units suddenly appeared in the back (North of the mountains)
Axis: Player
Sov: AI (moral 109)
Minor Axis V. (1.3-1.0)
casualties (Axis / Sov):
men: 625k / 1.733k
guns: 9.5k / 26k
afv: 2k / 7.4k
air: 1.8k / 7.6k
Tried a different strategy: 2th A and 6th A cleaning the North; 17th A, 1PA to Grosny. Stgrad was captured in the last turn, Grosny was in 3hex reach - but too many Sov.units suddenly appeared in the back (North of the mountains)
--- it's not a bug, it's a feature ---
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Re: Game results - Tell us how your 1 player game ended
That is an odd number to have in moral 109 maybe there is a thing I dont know. you are just 1 number away from challenging. there must be a reason can you tell me please.hei1 wrote: ↑Fri Nov 24, 2023 7:24 pm Case Blue Phase II
Axis: Player
Sov: AI (moral 109)
Minor Axis V. (1.3-1.0)
casualties (Axis / Sov):
men: 625k / 1.733k
guns: 9.5k / 26k
afv: 2k / 7.4k
air: 1.8k / 7.6k
Tried a different strategy: 2th A and 6th A cleaning the North; 17th A, 1PA to Grosny. Stgrad was captured in the last turn, Grosny was in 3hex reach - but too many Sov.units suddenly appeared in the back (North of the mountains)
Thanks in advance
Re: Game results - Tell us how your 1 player game ended
AI starts teleporting units with 110 if I understand it right.WaffenSS1943 wrote: ↑Fri Nov 24, 2023 10:07 pmThat is an odd number to have in moral 109 maybe there is a thing I dont know. you are just 1 number away from challenging. there must be a reason can you tell me please.hei1 wrote: ↑Fri Nov 24, 2023 7:24 pm Case Blue Phase II
Axis: Player
Sov: AI (moral 109)
Minor Axis V. (1.3-1.0)
casualties (Axis / Sov):
men: 625k / 1.733k
guns: 9.5k / 26k
afv: 2k / 7.4k
air: 1.8k / 7.6k
Tried a different strategy: 2th A and 6th A cleaning the North; 17th A, 1PA to Grosny. Stgrad was captured in the last turn, Grosny was in 3hex reach - but too many Sov.units suddenly appeared in the back (North of the mountains)
Thanks in advance
“Amateurs study tactics; professionals study logistics.”
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My Mods:
GE Gui & Sym Mod Depot (continued)
Rasputitsa for your eyes. Soviet colours redone.
My Tools:
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Planning map 1.02.45_Beta
Re: Game results - Tell us how your 1 player game ended
That's the reason! BUT this units "teleporting" over the Caucasus mountains are really ... strange. I think, ALL ports at the Black Sea must be occupied.Wiedrock wrote: ↑Sat Nov 25, 2023 1:11 amAI starts teleporting units with 110 if I understand it right.WaffenSS1943 wrote: ↑Fri Nov 24, 2023 10:07 pmThat is an odd number to have in moral 109 maybe there is a thing I dont know. you are just 1 number away from challenging. there must be a reason can you tell me please.hei1 wrote: ↑Fri Nov 24, 2023 7:24 pm Case Blue Phase II
Axis: Player
Sov: AI (moral 109)
Minor Axis V. (1.3-1.0)
casualties (Axis / Sov):
men: 625k / 1.733k
guns: 9.5k / 26k
afv: 2k / 7.4k
air: 1.8k / 7.6k
Tried a different strategy: 2th A and 6th A cleaning the North; 17th A, 1PA to Grosny. Stgrad was captured in the last turn, Grosny was in 3hex reach - but too many Sov.units suddenly appeared in the back (North of the mountains)
Thanks in advance
--- it's not a bug, it's a feature ---
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Re: Game results - Tell us how your 1 player game ended
Bug, and restart