New Mod AAR - 1944 Campaign May 44 start
Moderator: Joel Billings
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New Mod AAR - 1944 Campaign May 44 start
Dear All,
This is a test AAR for my new mod. PBEM against Carl in the USA; I am in the UK. I would say we are both moderate ability
This mod has quite a number of small changes, and it should prove slightly more challenging for the Soviets. The mod's strategic aspects are unchanged, and the Soviets need a short while to get going as they have no CPP.
Unit building has been added for the Axis, but alas, there are some issues I just cannot resolve, and maybe a bug. We will try and find a solution as we go. So, this is still WIP and will no doubt require a patch or two.
You can download the mod here.
PW Is Empire1941
https://gingerdragonltd-my.sharepoint.c ... ublic&ga=1
Cav
This is a test AAR for my new mod. PBEM against Carl in the USA; I am in the UK. I would say we are both moderate ability
This mod has quite a number of small changes, and it should prove slightly more challenging for the Soviets. The mod's strategic aspects are unchanged, and the Soviets need a short while to get going as they have no CPP.
Unit building has been added for the Axis, but alas, there are some issues I just cannot resolve, and maybe a bug. We will try and find a solution as we go. So, this is still WIP and will no doubt require a patch or two.
You can download the mod here.
PW Is Empire1941
https://gingerdragonltd-my.sharepoint.c ... ublic&ga=1
Cav
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Re: New Mod AAR - 1944 Campaign May 44 start
Opening screens
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Re: New Mod AAR - 1944 Campaign May 44 start
I found a small few glitches - one of which is the frozen 203rd SEC XX in the original scn.
Plus, a few other minor things, as well as making some slight changes to the build units menu, so we will do a patch in a short while.
cav
Plus, a few other minor things, as well as making some slight changes to the build units menu, so we will do a patch in a short while.
cav
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Re: New Mod AAR - 1944 Campaign May 44 start
Sorry, we need to restart as I accidentally added AI air assist - I also uploaded a few tweaks to version 1.2 this evening. Sorry
cav
cav
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Re: New Mod AAR - 1944 Campaign May 44 start
Updated version now uploaded v 1.2, same original link for download.
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Re: New Mod AAR - 1944 Campaign May 44 start
OK, V 1.3 up with everything fixed
Off we go- the first turn started.
I will post some screens with slightly modified stuff as we go. All comments, good and bad, welcome.
Cav
Off we go- the first turn started.
I will post some screens with slightly modified stuff as we go. All comments, good and bad, welcome.
Cav
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Re: New Mod AAR - 1944 Campaign May 44 start
Ok, I found a small glitch in build units. That is, SS units were not changed to SS status - I have tried a small patch and will see if it works, then I will update the download, but it's not a big issue they are non elites anyway. I tried building a couple of small units, and it all seems to be ok.
In the meantime, we make a few forts and get ready. build a few depots, move back a few units, and refit a few others. The Russian player says he needs a while to build CPP.
Note there is a screenshot of one of my changes. That is, the SS Mountain Divisions in TB were not really as the game defines Mtn units - in reality, these were security units with a lot of local knowledge of the countryside and a lot of nasty vendetta. I think they are best as Sec units within this game... They get the best advantage by staying in the TB rather than being too useful as genuine Mtn units. Note for chrome I added the names where possible.
Cav
In the meantime, we make a few forts and get ready. build a few depots, move back a few units, and refit a few others. The Russian player says he needs a while to build CPP.
Note there is a screenshot of one of my changes. That is, the SS Mountain Divisions in TB were not really as the game defines Mtn units - in reality, these were security units with a lot of local knowledge of the countryside and a lot of nasty vendetta. I think they are best as Sec units within this game... They get the best advantage by staying in the TB rather than being too useful as genuine Mtn units. Note for chrome I added the names where possible.
Cav
Re: New Mod AAR - 1944 Campaign May 44 start
Hi
Can you show or tell us who is winning, what is the point situation ?
On a strategic note the Soviet salient is huge can you not pinch out some of it or do the Axis just not have the strength, what about trying to pinch out the sector along The Carpathians ?
regards
Can you show or tell us who is winning, what is the point situation ?
On a strategic note the Soviet salient is huge can you not pinch out some of it or do the Axis just not have the strength, what about trying to pinch out the sector along The Carpathians ?
regards
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Re: New Mod AAR - 1944 Campaign May 44 start
Tm 1,
No one is winning, its the second turn and as it starts earlier than the soviet 44 offensive he has time to alter a or make alternate preps. The dispositions are the same as those of the original stock scn. The Russians need CPP, and they have a few turns to alter the historical points of attack.
This turn also nothing from them.
I will put up some more screens soon - but I have Eye opp tomorrow, so I will be out of action for about 3 days.
Let's wait till the action starts- I found a few glitches in my mod where the build units are not the correct type, like SS and LW ( build units) are not SS but regulars etc. - it is a small issue and will be fixed in a patch to come soon as they AAR is to establish the play balance and find glitches.
Also very annoying. I started a few of the heavy tank battalions as Tiger 2, but the game changed to Tiger 1 on the first turn. I believe that maybe because the pool of Tiger 2 was too small, so I increased it for the patch. Also, the TOE for the SS Tiger units was wrong or not fixed before as it does not match the Army heavies, so I fixed that as well.
No one is winning, its the second turn and as it starts earlier than the soviet 44 offensive he has time to alter a or make alternate preps. The dispositions are the same as those of the original stock scn. The Russians need CPP, and they have a few turns to alter the historical points of attack.
This turn also nothing from them.
I will put up some more screens soon - but I have Eye opp tomorrow, so I will be out of action for about 3 days.
Let's wait till the action starts- I found a few glitches in my mod where the build units are not the correct type, like SS and LW ( build units) are not SS but regulars etc. - it is a small issue and will be fixed in a patch to come soon as they AAR is to establish the play balance and find glitches.
Also very annoying. I started a few of the heavy tank battalions as Tiger 2, but the game changed to Tiger 1 on the first turn. I believe that maybe because the pool of Tiger 2 was too small, so I increased it for the patch. Also, the TOE for the SS Tiger units was wrong or not fixed before as it does not match the Army heavies, so I fixed that as well.
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Re: New Mod AAR - 1944 Campaign May 44 start
We are now on a newer patch, which I will upload after we finish. No point in posting until we are done as there maybe some play balance issues to be resolved.
1st June 44 - a small Soviet attack begins - it is probably a feint.
1st June 44 - a small Soviet attack begins - it is probably a feint.
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Re: New Mod AAR - 1944 Campaign May 44 start
Rumania surrenders and we attempt to tidy up the isolation
One LW XX is isolated in the north with no hope of rescue.
I buggered up the air and lost over 100 bombers for 50 Russians
One LW XX is isolated in the north with no hope of rescue.
I buggered up the air and lost over 100 bombers for 50 Russians
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Re: New Mod AAR - 1944 Campaign May 44 start
Next soviet turn summary
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Re: New Mod AAR - 1944 Campaign May 44 start
German turn aiming to stabilise.
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Re: New Mod AAR - 1944 Campaign May 44 start
Russian turn - was it odd Rumania surrendered on the first turn?
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Re: New Mod AAR - 1944 Campaign May 44 start
German turn June 22nd 44
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Re: New Mod AAR - 1944 Campaign May 44 start
29th June 44 - Russian shots
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Re: New Mod AAR - 1944 Campaign May 44 start
German turn - nothing we cannot fix - though Rumania was nearly a big disaster
Re: New Mod AAR - 1944 Campaign May 44 start
Hi
Just wondering is there any way you can show us the list of new German units that you have built even down to Battalion level, are they based on actual units that were proposed by Germany but never got formed up ?
Back in the day on the old WITE 1 forum there was a discussion about this very same thing happening ( German player building new units ) in the game it never eventuated but I did myself go do some research and found in some reference books the Germans had planned to build a number of SS Pz Gren Div's.
Anyway I would be very interested if it was possible to see these unit types and there ID's.
regards
Just wondering is there any way you can show us the list of new German units that you have built even down to Battalion level, are they based on actual units that were proposed by Germany but never got formed up ?
Back in the day on the old WITE 1 forum there was a discussion about this very same thing happening ( German player building new units ) in the game it never eventuated but I did myself go do some research and found in some reference books the Germans had planned to build a number of SS Pz Gren Div's.
Anyway I would be very interested if it was possible to see these unit types and there ID's.
regards
Last edited by tm1 on Fri Nov 15, 2024 8:19 am, edited 1 time in total.
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Re: New Mod AAR - 1944 Campaign May 44 start
tm1
Thanks for the request...
Yes, I will. No, they are hypothetical. But I tried to select ones that were within the bounds of possibility. Mostly, battalions regiments, and brigades - have tinkered around with the build costs a bit as well
Yes I will post some screens next turn and the build table.
I have not built many so far as they are scratch units with very low exp and need training up.
There was a problem with the editor not being helpful in selecting the right Nato symbols and types of quality - I have fixed all this for the next version, 1.4, which we will put out when it's all done and the game has fully played out.
I did not build any new units as such, so for instance, W and SS heavy tanks share the same OOB, but the SS had max 56 tanks, not 45. as this is 1944, pretty much all TOE meant very little.
Cav
Thanks for the request...
Yes, I will. No, they are hypothetical. But I tried to select ones that were within the bounds of possibility. Mostly, battalions regiments, and brigades - have tinkered around with the build costs a bit as well
Yes I will post some screens next turn and the build table.
I have not built many so far as they are scratch units with very low exp and need training up.
There was a problem with the editor not being helpful in selecting the right Nato symbols and types of quality - I have fixed all this for the next version, 1.4, which we will put out when it's all done and the game has fully played out.
I did not build any new units as such, so for instance, W and SS heavy tanks share the same OOB, but the SS had max 56 tanks, not 45. as this is 1944, pretty much all TOE meant very little.
Cav