OldCrowBalthazor wrote: Mon Apr 29, 2024 7:40 pm
Japanese units in East Africa
- Why would this be an issue? You mean them sending troops to Ethiopia?
OCB opinion
Yeah a few folks think this is ok. In a few WaW MP matches reported on the forums in years past, some folks landed neutral (to W.Allies) troops into Somalia and blocked UK units from reaching Italian Units.
Totally unrealistic, gamey garbage play.
It never even crossed my mind but I can see that is a problem.
Was their ever a fix by the devs? Is it still an issue?
This is only on Discord since its a Release Candidate
I believe this resolves all the air power crazy losses problems and the strategic bombing bug where it increased off the charts.
########################
# TRP 0.8.13 World
########################
- (New) Land units air defense increased to 1 in the following terrains Wadis, Forest, Jungle, Marsh, Hill, Mountain, High Mountain, Plateau, Bush and Bocage terrain types
- (New) Strategic Bombers Long Range remove fighter defense increase
- (New) Strategic Bomber Increase Naval defense by 1 per level
- (New) Strategic Bomber Incease Naval Attack by 1 per level
- (New) Strategic Bombers Lower Attack Stats to 1
- (New) Strategic Bomber Increase Resource attack to 4
- (New) Fighters Increase Naval defense by 1 per level
- (New) Fighter Increase Naval Attack by 1 per level
- (New) Maritime Increase base Naval defense by 1
- (New) Medium Bomber Increase Resource attack to 3
- (New) Tactical Bomber Increase Resource attack to 2
- (New) AA Unit increase all base attacks to 3
- (New) AA Unit increase de-moralization from 0 to 20%
- (New) AA Unit strike range change to 0
- (New) AA Unit upgrade increase de-moralization from 0 to 5%
- (New) AA Gun Upgrade change rocket defense for everyone from 0.5 to 1
- (New) AA Gun Upgrade Max 1 and change Major Capitals & Major Fortress to 2
- (New) Rockets increase base resource attack from 1 to 2
- (New) Rockets change resrouce attack upgrade increments from 1 to 0.5
- (New) Port remove AA but add +1 Resource Defence
- (New) HQ change base air defense to 1
- (New) HQ change AA max to 2
- (New) UK, added popup for Strategic Advice to remind players to spend MPP to prepare defenses in the Pacific
- (New) USA, Gear up events adjusted so that they come in a bit more earlier so USA will have more production and west coast will be at full strength
- (New) Experience Gain Reworked, all units reworked doing things like carriers attacking empty resource locations will no longer give experience
- (New) USA, Doolittle Raid Decision has been added it will damage some of Japans Industry and give USA an NM boost
- (New) China, Burma Road split into 3 resources so its not as easy for Japan to shut it down with bombers
- (New) UK, will get a half strength destroyer represting the Norwegian Navy that escaped if Germany uses the decision chain to take Norway
- (New) Planes defensive abilities against other planes (including carriers) refactored, damage should be balanced if tech is equal.
- (New) Strategic Bombers, bombing against resources/supply will no longer increase and its max is 3
- (New) USA, Strategic Bomber Max lowered from 4 to 3
- (New) Escort Carriers no longer do damage to resource locations
- (New) Carriers, bombing against resrouces/supply set to a max of 1
- (New) Carriers, Spotting Land base increased to 3
- (New) Escort Carriers, Spotting Sea base lowered from 5 to 3
- (New) Subs, no longer use supply when defending
- (New) Afrika Corp Arrival has same trigger but also regardless of trigger will come sometime after Febuary 1941 (Prevent Allied player exploiting)
- (New) Settlements/Towns, increased Strategic Defense from 0 to 1
- (New) France, USSR & Italy can attach minors units to their HQs
- (New) Finland, all units gets the same bonuses as a Major from Doctrine Researches (Infantry Warfare etc...)
- (New) HQs, had base defense against all plane attacks increased from 0 to 1
- (New) HQs, Anti-Air upgrade tech added back in to a max of level 2
- (New) Malta Effect updated for new layout and also split into 3 sections Eastern, Central and Western Libya
- (New) Refactored Costs & Upgrades Costs most units
- (New) USA, Decision 300 where they send an Armor Corp to Egypt has been removed
- (New) China, Chenault removed from the leader list it is added by a decision later
- (New) Surface Ships no longer do resource damage
- (New) Dreadnought, Battleships can now do damage to soft and hard targets
- (New) Artillery can damage Surface Ships
- (New) Amphibs no longer de-entrench, instead for each tech level increase they will get .5 de-entrench rounded up.
- (New) Transports will get defensive bonuses against subs and planes per tech level researched
- (New) AA, for resources changed to the following (as a max)
--- Major Port: 1
--- Foritifed Town: 1
--- City: 1
--- Major City: 1
--- Capital: 1
--- Major Capital: 2
--- Fortress: 1
--- Major Fortress: 2
- (Map) North Africa revamped from Morroco to Egypt
- (Map) Fixed the sprites
- (Map) China, Mines near Chungking moved so if bombed it wont block supply
- (Map) China, Tongren changed to a Primary Supply
- (Map) Burma, Oil in hex 309,144 moved to 310,145
- (Map) Burma, Settlement added to hex 309,144
- (Map) USSR, Murmansk changed to a Major Port (so you can build AA)
- (Map) USSR, Murmansk was moved and map area redesigend to be more accurate
- (Map) UK, Gibraltar changed to a primary supply, added another port and redesigned the terrain
- (Map) UK, Gibraltar changed to a mega fortress and has the same abilities as Malta
- (Map) Alternate Capitals added to Algeria, Morocco, Libya and Egypt
- (Map) Crete reworked and its safer now to use it as an airbase
- (Map) China, made some adjustmetns near Sian to help Communist China keep their supplies up
- (Map) China Dazhou (336,126) changed to Primary Supply
- (OOB) China, Adjusted starting location of a few units that seem to be in the wrong spot
- (AI) UK, Fortification updated for new North Africa layout
- (Bug) China, can now build Infantry Divisions from the start of the game
- (Bug) UK, taking of Waterford, Cork and Limerick ports text for USA Mobilization fixed
- (Bug) China, Flying Tiger units will no longer show up twice
- (Bug) Japan, Malaya Convoy will no longer go through singapore but instead through Kota Bharu
- (Bug) Hex 414,195 had wrong weather zone
- (Bug) Hex 411,196 had wrong weather zone
- (Bug) Rail Guns will no longer De-Entrench to match TRP Europe
- (Bug) UK, Indian division that shows up in Cairo will now show up on the proper date.
- (Bug) Moroccoa, Algeria and Tunis removed event to have them switch sides if USA units present. It can cause issues in certain situations.
- (Bug) Germany, Fixed decision to manipulate Greek generals had some typos
I'm not sure if there is a design reason for this but Strategic Bombers are set at 100% to hit ground units and 0% change increments per level of their attack research. In the base campaign, this is 10% and 10%. That 100% means that ground units will always suffer when strategic bombers attack, rather than just some of the time. It is independent of the bomber's effect on the resource. That might be as designed but it will explain why your opponent went all-in on purchasing bombing aircraft.
I'm not sure if there is a design reason for this but Strategic Bombers are set at 100% to hit ground units and 0% change increments per level of their attack research. In the base campaign, this is 10% and 10%. That 100% means that ground units will always suffer when strategic bombers attack, rather than just some of the time. It is independent of the bomber's effect on the resource. That might be as designed but it will explain why your opponent went all-in on purchasing bombing aircraft.
The lowering attack stats is its attack against other planes. The Strategic Bombing being set to 100% is on purpose. The new stats have it flat lined.
OldCrowBalthazor wrote: Mon Apr 29, 2024 7:40 pm
Japanese units in East Africa
- Why would this be an issue? You mean them sending troops to Ethiopia?
OCB opinion
Yeah a few folks think this is ok. In a few WaW MP matches reported on the forums in years past, some folks landed neutral (to W.Allies) troops into Somalia and blocked UK units from reaching Italian Units.
Totally unrealistic, gamey garbage play.
It never even crossed my mind but I can see that is a problem.
Was their ever a fix by the devs? Is it still an issue?
No but a house-rules can fix this and other unrealistic and cheesy plays by Japan while it's neutral towards the Western Allies:
No Japanese units west of the line of Singapore. (or Ceylon) take your pick... until Japan is at war with them.
I ask for this in every WaW match now, whether Allies or Axis.
My YouTube Channel: Balthazor's Strategic Arcana https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Here's another one. My current opponent has had 2 Soviet Subs parked off Brunei. It's Aug 1940. Well at least it's over a year out before I will need to actually take Brunei as Japan.
Solution: Roleplay this. I just sent an in-game message that Tokyo considers this move highly provocative. Warned him to shove them off.
If ignored I will change long term plans and SERIOUSLY consider a 'Northern Option' when the USSR is in it's most dire predicament.
This will be on YouTube in the future.I love to roleplay. We shall see how this plays out
My YouTube Channel: Balthazor's Strategic Arcana https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
This is the situation that Lothos has a screen shot of above and one time when a script might be (part of) the solution. It is gamey, of course, but my point has always been that in-game consequences are preferable to house rules, at least to me.
If Soviet naval units come within 5 (?) hexes of Brunei's port, 'Soviet Navy Mutiny' and -5000 NM (or whatever is deemed appropriate) every turn. The Soviet player will get the hint.
Just give these mostly useless subs when Japan DOW the US; this way, they are unable to do anything against the initial landings. And there is no need to have them before, except to abuse the rules; they have no purpose.
OldCrowBalthazor wrote: Tue Apr 30, 2024 5:39 am
Here's another one. My current opponent has had 2 Soviet Subs parked off Brunei. It's Aug 1940. Well at least it's over a year out before I will need to actually take Brunei as Japan.
Solution: Roleplay this. I just sent an in-game message that Tokyo considers this move highly provocative. Warned him to shove them off.
If ignored I will change long term plans and SERIOUSLY consider a 'Northern Option' when the USSR is in it's most dire predicament.
This will be on YouTube in the future.I love to roleplay. We shall see how this plays out
How curious - i have the exact same issue in my current game. I don't want to Role-Play it. I find it a bit gamey.
As i wrote before i hope that dialogue and compromise prevail. But if they don't then it's on each player to decide if they want to continue or not.
I've been playing TRP for over 9 months now and i know i haven't been the perfect opponent. I did my share of rage-quitting or some 'shady' plays. My only 'saving grace' is that i share those plays with Lothos on Discord and he will usually patch something to prevent said plays.
Also in those 9 months i've found players that enjoy playing me and vice-versa.
I play these long PBEM's for fun and to learn new ways to defend/attack so that i can improve. But using unrealistic moves feels gamey to me (even if the game engine allows it).
1. Using Paratroopers to take objectives far behind enemy lines without coordination in a greater operation IS GAMEY in my book. I use paratroopers only when i am doing ground operations at the same time - Examples - a. In France in order to capture the Low Countries or a French OBjective that my forces have already surrounded or the hexes are connected to supply. b. Tunis - In coordination with an Italian push from the South and a landings near the capitol. c. Malta/Creete - In coordination with MASSIVE bombings. d. First turn of Barbarossa to trap some soviets from operating but my units usually establish a connextion in the same turn or the next one.
Sending paratroopers to just die in order to distrupt some supply IS GAMEY in my book - even if they are easy to kill.
2. Using neutral units to scout/block IS GAMEY in all circumstances. Keep those units in ports/home teritories or keep them hidden at the edge of the map if you fear the enemy will kill them turn 1. But don't block active combatants on the map.
3. Using Japanese units in EA before Japan is at war or similar offences - Gamey and Disrespectfull. I would just resign and never play that guy ever.
4. Amphib landings - I have a lot of hate towards how amphib landins are done in SC but i guess it's tied into the game engine. The whole principle of sending units to just die with no supply in order to distrupt your enemy seems dumb and wastefull. For me it's either a serious invasion (4/5 amphibs with air/sea support) or nothing. Landing one cheap unit to block a rail-way in a suicide attack feels gamey to me and i don't use it when playing allies.
5. The chain-bombing of supply in order to shut down a country. I've seen it on Youtube and it's disgusting. Shutting down supply near the front or shutting down supply for surrounded unit is OK and even recommended. But shutting down supply in the WHOLE of North Afrika - or ALL the railways to France is above gamey.
But just as Lothos said - Most of the time you get the game you play which is not necessarily the game you want! .
Bottom line find someone who has the same values and you and play with them. Try and communicate with the opponents that do gamey stuff and compromise but if it isn't possible don't waste your time on that.
5. The chain-bombing of supply in order to shut down a country. I've seen it on Youtube and it's disgusting. Shutting down supply near the front or shutting down supply for surrounded unit is OK and even recommended. But shutting down supply in the WHOLE of North Afrika - or ALL the railways to France is above gamey.
This is an example of how different players differ on interpretations of history and what is gamey. I have always assumed that the Allied bombing of France coordinated with the French Resistance was exactly the goal - to shut down the railways ahead of D-Day. I freely admit that I do this as the Allies because I believed it was both historical and allowed by the game. What about buying a German strategic bomber and cutting off Leningrad by using it against Volkov and Novgorod if it hasn't been taken by ground troops? Where is the line between 'gamey' and 'game'?
The bombing of supplies does not bother me, bom anyplace you want.
However
If it's over powering the game balance It's possible something is wrong.
Their was a math problem in two main places for strategic bombers.
First fighter defense was increasing by 1 each tech level for both heavy bombers and long range. Their defenses were so high even at level 1 for both that a fighter would get hammered and imagine level 2 for both.
Second heavy bombers tech strategic attack increased 1 per level and since I removed AA from resources their was no way for your opponent to bring the damage back down. This in essence created a situation where you can one shot cities at some point in the game
Add those two together and your strategic bombers become space Marines.
So, since I made the mod and I know my own intentions if I am your opponent and say this is a bug and exploit. It really means it's a bug and exploit.
With RC3 I think I am close to solving the issue. I did my invasion of Poland last night against the AI and I saw a problem to which I need to make another adjustment so their will be an RC4.
As for the Russian subs I could make it so the Russian player has to keep them within a certain distance of their bases in the Pacific. That I think will work.
5. The chain-bombing of supply in order to shut down a country. I've seen it on Youtube and it's disgusting. Shutting down supply near the front or shutting down supply for surrounded unit is OK and even recommended. But shutting down supply in the WHOLE of North Afrika - or ALL the railways to France is above gamey.
This is an example of how different players differ on interpretations of history and what is gamey. I have always assumed that the Allied bombing of France coordinated with the French Resistance was exactly the goal - to shut down the railways ahead of D-Day. I freely admit that I do this as the Allies because I believed it was both historical and allowed by the game. What about buying a German strategic bomber and cutting off Leningrad by using it against Volkov and Novgorod if it hasn't been taken by ground troops? Where is the line between 'gamey' and 'game'?
Good question. I haven't done that in TRP because i use the bomber power to de-entrench and push towards LEningrad - hex by hex.
As for what happened on D-day i agree that the whole operation was very well planned and executed and i wish there could be something similar in game in the form of a decision. A one time click of a button where supply is disturbed for 1/2 turns.
The problem in this game is how you can concentrate firepower and airpower - and yes i am guilty of doing it aswell sometimes - so i don't see an easy solution. In real life you couldn't just bring ALL BOMBERS and FIGHTERS in britain and leave the other battlefields empty. Because if you only had half your airfleet in Britain you could bomb some supply but never completly cutt off rail transport.
I don't have a good answer - there is the line between 'gamey' and 'game'. But i guess it depends on the number of 'gamey' moves. Do only a few of them and it's ok. Make it your primary strategy and do only that - you get the win but you loose a potential opponent.
There are a lot of ways for the allies to clear NA and ITaly and then land in Europe.
In my games as allies my tactic in defeating Ger+Italy is atricion. Hit them in Italy - hit them over the channel with bombers and kill income - hit them in Russia with human-wave tactics. Germany has a fixed (And lower) income then Russia.
But bombing Northen Italy so that axis cannot reinforce the south does feel gamey to me. Bombing Naples so that axis cannot get units in Sicily not so much. It's about trying to have a small dose of realism inserted in your playstile. But if you only play TO WIN every match using every dirty tactic - i guess it's fine - but not apreciated by all PBEM players.
How adaptive/generic the AI is? i.e. if I give tons of units in Japan to the AI, will it use it in China and the Pacific, or it won't because there is no script telling it where it should use them?
Durin69 wrote: Tue Apr 30, 2024 1:01 pm
How adaptive/generic the AI is? i.e. if I give tons of units in Japan to the AI, will it use it in China and the Pacific, or it won't because there is no script telling it where it should use them?
Their are scripts and it will use the units but any units in Japan are used in the Pacific War
I believe this fixes almost all the issues with air power and strategic bombers. I think it also resolves Maritime Bombers getting hammered when attacking ships and Strategic Bombers ripping fighters to pieces. Also added/modified standard TRP house rules based on some recent PBEM experiences.
########################################################################
# Recommended House Rules
# W = World
# E = Europe
# B = Both
########################################################################
- W: Communist Chinese, when entering Chinese territory, must be within 5 hexes of a Communsit Chinese hex
- W: Other than China & Com. China no other country (on the Allied side) can enter China/Com. China territory.
- W: China & Com. China units cannot leave Chinese territory until all of China is liberated.
- W: Japanese Fleet should not attack (or be within 20 hexes) of the US west coast for 6 months after the war starts
- E: India, Malaya, Australia & New Zealand should never be invaded by the Axis
- B: Cannot use ships to block ports to prevent invasions etc... Example: Russia using subs to block Brunei from invasion
- B: Germany cannot declare war on the Low Countries till May 1940
- B: Hungary units should never enter Romanian territory
- B: Romanian units should never enter Hungary/Bulgarian territory
- B: Bulgarian units should never enter Russian and Romanian territory
- B: Finland units must stay within Russia and Scandinavia
- B: Allies, no bombing or camping any of the Spanish ports that the Axis use to re-supply subs while Spain is Neutral
- B: Everyone, no camping any transport hexes including the Gibraltar pass
########################
# TRP 0.8.13 World
########################
- (New) North Africa, additional limitation added to the 16 unit cap, no more than 4 of them can be CORP size (this includes Paratroopers)
- (New) Land units air defense increased to 1 in the following terrains Wadis, Forest, Jungle, Marsh, Hill, Mountain, High Mountain, Plateau, Bush and Bocage terrain types
- (New) Strategic Bombers Long Range remove fighter defense increase
- (New) Strategic Bomber Increase Naval defense by 1 per level
- (New) Strategic Bomber Incease Naval Attack by 1 per level
- (New) Strategic Bombers Lower Attack Stats to 1
- (New) Strategic Bomber Increase Resource attack to 4
- (New) Fighters Increase Naval defense by 1 per level
- (New) Fighter Increase Naval Attack by 1 per level
- (New) Maritime Increase base Naval defense by 1
- (New) Medium Bomber Increase Resource attack to 2
- (New) Tactical Bomber Increase Resource attack to 1
- (New) AA Unit increase all base attacks to 3
- (New) AA Unit increase de-moralization from 0 to 20%
- (New) AA Unit strike range change to 0
- (New) AA Unit upgrade increase de-moralization from 0 to 5%
- (New) AA Gun Upgrade change rocket defense for everyone from 0.5 to 1
- (New) AA Gun Upgrade Max 1 and change Major Capitals & Major Fortress to 2
- (New) Rockets increase base resource attack from 1 to 2
- (New) Rockets change resrouce attack upgrade increments from 1 to 0.5
- (New) Port remove AA but add +1 Resource Defence
- (New) HQ change base air defense to 1
- (New) HQ change AA max to 2
- (New) UK, added popup for Strategic Advice to remind players to spend MPP to prepare defenses in the Pacific
- (New) USA, Gear up events adjusted so that they come in a bit more earlier so USA will have more production and west coast will be at full strength
- (New) Experience Gain Reworked, all units reworked doing things like carriers attacking empty resource locations will no longer give experience
- (New) USA, Doolittle Raid Decision has been added it will damage some of Japans Industry and give USA an NM boost
- (New) China, Burma Road split into 3 resources so its not as easy for Japan to shut it down with bombers
- (New) UK, will get a half strength destroyer represting the Norwegian Navy that escaped if Germany uses the decision chain to take Norway
- (New) Planes defensive abilities against other planes (including carriers) refactored, damage should be balanced if tech is equal.
- (New) Strategic Bombers, bombing against resources/supply will no longer increase and its max is 3
- (New) USA, Strategic Bomber Max lowered from 4 to 3
- (New) Escort Carriers no longer do damage to resource locations
- (New) Carriers, bombing against resrouces/supply set to a max of 1
- (New) Carriers, Spotting Land base increased to 3
- (New) Escort Carriers, Spotting Sea base lowered from 5 to 3
- (New) Subs, no longer use supply when defending
- (New) Afrika Corp Arrival has same trigger but also regardless of trigger will come sometime after Febuary 1941 (Prevent Allied player exploiting)
- (New) Settlements/Towns, increased Strategic Defense from 0 to 1
- (New) France, USSR & Italy can attach minors units to their HQs
- (New) Finland, all units gets the same bonuses as a Major from Doctrine Researches (Infantry Warfare etc...)
- (New) HQs, had base defense against all plane attacks increased from 0 to 1
- (New) HQs, Anti-Air upgrade tech added back in to a max of level 2
- (New) Malta Effect updated for new layout and also split into 3 sections Eastern, Central and Western Libya
- (New) Refactored Costs & Upgrades Costs most units
- (New) USA, Decision 300 where they send an Armor Corp to Egypt has been removed
- (New) China, Chenault removed from the leader list it is added by a decision later
- (New) Surface Ships no longer do resource damage
- (New) Dreadnought, Battleships can now do damage to soft and hard targets
- (New) Artillery can damage Surface Ships
- (New) Amphibs no longer de-entrench, instead for each tech level increase they will get .5 de-entrench rounded up.
- (New) Transports will get defensive bonuses against subs and planes per tech level researched
- (New) AA, for resources changed to the following (as a max)
--- Major Port: 1
--- Foritifed Town: 1
--- City: 1
--- Major City: 1
--- Capital: 1
--- Major Capital: 2
--- Fortress: 1
--- Major Fortress: 2
- (Map) Added a Tooltip in hex 312,144 letting you know if the Burma Road is Open/Closed and how to close/reopen it
- (Map) North Africa revamped from Morroco to Egypt
- (Map) Fixed the sprites
- (Map) China, Mines near Chungking moved so if bombed it wont block supply
- (Map) China, Tongren changed to a Primary Supply
- (Map) Burma, Oil in hex 309,144 moved to 310,145
- (Map) Burma, Settlement added to hex 309,144
- (Map) USSR, Murmansk changed to a Major Port (so you can build AA)
- (Map) USSR, Murmansk was moved and map area redesigend to be more accurate
- (Map) UK, Gibraltar changed to a primary supply, added another port and redesigned the terrain
- (Map) UK, Gibraltar changed to a mega fortress and has the same abilities as Malta
- (Map) Alternate Capitals added to Algeria, Morocco, Libya and Egypt
- (Map) Crete reworked and its safer now to use it as an airbase
- (Map) China, made some adjustmetns near Sian to help Communist China keep their supplies up
- (Map) China Dazhou (336,126) changed to Primary Supply
- (OOB) China, Adjusted starting location of a few units that seem to be in the wrong spot
- (AI) UK, Fortification updated for new North Africa layout
- (Bug) Poland, 3D Sprites set to Mirror so they point towards Berlin
- (Bug) North Africa, fixed not counting 16 unit cap properly in North Africa
- (Bug) China, can now build Infantry Divisions from the start of the game
- (Bug) UK, taking of Waterford, Cork and Limerick ports text for USA Mobilization fixed
- (Bug) China, Flying Tiger units will no longer show up twice
- (Bug) Japan, Malaya Convoy will no longer go through singapore but instead through Kota Bharu
- (Bug) Hex 414,195 had wrong weather zone
- (Bug) Hex 411,196 had wrong weather zone
- (Bug) Rail Guns will no longer De-Entrench to match TRP Europe
- (Bug) UK, Indian division that shows up in Cairo will now show up on the proper date.
- (Bug) Moroccoa, Algeria and Tunis removed event to have them switch sides if USA units present. It can cause issues in certain situations.
- (Bug) Germany, Fixed decision to manipulate Greek generals had some typos
Some people wonder what you need to have a good solid Barbarossa against a human player.
Screenshot below! Everyone is upgraded to the latest tech. I have one armor unit that is not at full strength because I just brought him in from Greece.
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