Enabling PO
Moderators: ralphtricky, JAMiAM
RE: Enabling PO
Thanks GD. I'm delighted that it seems to work... The scenario has lots of units so the PO can keep a dense frontline in most plces which makes it tough to play against.
With more Commie formations activated, it's even more challenging.
The main theatre is central Europe of course, but the sideshows are equally interesting.
Interesting developments in Scandinavia and Commie forces landed on Cyprus (which has a supply point) where they are checked by ... the French.
Still a long way to go in this scenario, and as I go along I take note of some minor things which need fixing... a v1.2 is not out of the question.
I get some error reports from Elmer every few turns... something I'll look into.
With more Commie formations activated, it's even more challenging.
The main theatre is central Europe of course, but the sideshows are equally interesting.
Interesting developments in Scandinavia and Commie forces landed on Cyprus (which has a supply point) where they are checked by ... the French.
Still a long way to go in this scenario, and as I go along I take note of some minor things which need fixing... a v1.2 is not out of the question.
I get some error reports from Elmer every few turns... something I'll look into.
The TOAW Redux Dude
RE: Enabling PO
30 March 1940.
The Communists broke through the French line!
A German-British combined force landed at Konigsberg in an effort to disrupt the Communist rear area.

The Communists broke through the French line!
A German-British combined force landed at Konigsberg in an effort to disrupt the Communist rear area.

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The TOAW Redux Dude
RE: Enabling PO
The USA has declared war on the Communists. Soon we'll see American units arrive.
Belgium and Holland have been activated as were the Yugoslav and Bulgarian armies. These can come to the aid of Romania which lost both Ploesti and Bucharest.
The stalemate on the German-Polish border makes me reconsider the strategy for the Communist PO... I'm taking down notes as I go along in this scenario.
Belgium and Holland have been activated as were the Yugoslav and Bulgarian armies. These can come to the aid of Romania which lost both Ploesti and Bucharest.
The stalemate on the German-Polish border makes me reconsider the strategy for the Communist PO... I'm taking down notes as I go along in this scenario.
The TOAW Redux Dude
RE: Enabling PO
v1.2 available in the downloads section of Xtreme Gamer (Strategy Online)
This'll be the definitive version... unless I find out or hear about a clumsy mistake [:D]
You'll also find there my mod of Piero Falotti's "Great War in the East" for TOAWIII
This'll be the definitive version... unless I find out or hear about a clumsy mistake [:D]
You'll also find there my mod of Piero Falotti's "Great War in the East" for TOAWIII
The TOAW Redux Dude
RE: Enabling PO
v1.3 will be necessary cuz Joao Russo pointed me to some odd things in the events list...
The TOAW Redux Dude
- rhinobones
- Posts: 2235
- Joined: Sun Feb 17, 2002 10:00 am
RE: Enabling PO
ORIGINAL: Silvanski
some odd things in the events list...
Do you know whether these event problems were in the original, inserted during the modification or whether they are attributable to the conversion process?
Regards, RhinoBones
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil
Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil
Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
RE: Enabling PO
ORIGINAL: rhinobones
ORIGINAL: Silvanski
some odd things in the events list...
Do you know whether these event problems were in the original, inserted during the modification or whether they are attributable to the conversion process?
Regards, RhinoBones
I doubt it was in the ACOW version ... I cannot check that ... Converting to TOAWIII can have played a part...
The new update v1.5 took care of some faulty events and is available over at Xtreme-Gamer (former SZO ...)
It's not yet perfect however... watch this space!
The TOAW Redux Dude
RE: Enabling PO
More event debugging and testing is underway.
Getting close to a fully playable version without any major event bugs.
Getting close to a fully playable version without any major event bugs.
The TOAW Redux Dude
- golden delicious
- Posts: 4189
- Joined: Tue Sep 05, 2000 8:00 am
- Location: London, Surrey, United Kingdom
RE: Enabling PO
ORIGINAL: Silvanski
I doubt it was in the ACOW version ...
There were certainly event errors in the COW version- I checked. However you've inserted one or two events which may have added to them.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
RE: Enabling PO
ORIGINAL: golden delicious
.. you've inserted one or two events which may have added to them.
There was a indeed a goof-up on my behalf
but being addressed The TOAW Redux Dude
RE: Enabling PO
Nearing completion of the major updated and corrected version of this mod... [:)]
Final tests to be ran.
Final tests to be ran.
The TOAW Redux Dude
- golden delicious
- Posts: 4189
- Joined: Tue Sep 05, 2000 8:00 am
- Location: London, Surrey, United Kingdom
RE: Enabling PO
Keep up the good work Silvanski.
Just thought I'd mention that I picked up work on a complete re-write of this scenario- it should actually play very differently so I imagine Silvanksi's mod will still get played. In any case I've no idea when this will be in a playable state as I have loads of other stuff going on.
The scenario will have a lot more of a "people's war" kind of flavour, with masses of infantry, lightly supported (but more so as the war goes on) and opening with Trotsky's Russia launching a European war in support of the Spanish Republic in 1936. I figured this would be the height of Russian military power vis-a-vis the rest of Europe, which was only just beginning to rearm (Germany at this time had barely thirty divisions and no meaningful reserves- at best some landsturm troops in their late 30s who had fought in the last war).
The Russians will need to build momentum as they go. Although their industry is of course gearing up and producing more and more equipment all the time, ultimately they won't be able to outbuild the United States, Britain, France and Germany, so they will have to knock these countries out of the war, gaining recruits for their armies of world revolution as they go. The war in Spain (imperfectly modelled) and a possible guerrilla in France and elsewhere will run parallel to the Soviet onslaught, but astute Allied players will probably crush these minor threats first to meet the main foe head-on.
Just thought I'd mention that I picked up work on a complete re-write of this scenario- it should actually play very differently so I imagine Silvanksi's mod will still get played. In any case I've no idea when this will be in a playable state as I have loads of other stuff going on.
The scenario will have a lot more of a "people's war" kind of flavour, with masses of infantry, lightly supported (but more so as the war goes on) and opening with Trotsky's Russia launching a European war in support of the Spanish Republic in 1936. I figured this would be the height of Russian military power vis-a-vis the rest of Europe, which was only just beginning to rearm (Germany at this time had barely thirty divisions and no meaningful reserves- at best some landsturm troops in their late 30s who had fought in the last war).
The Russians will need to build momentum as they go. Although their industry is of course gearing up and producing more and more equipment all the time, ultimately they won't be able to outbuild the United States, Britain, France and Germany, so they will have to knock these countries out of the war, gaining recruits for their armies of world revolution as they go. The war in Spain (imperfectly modelled) and a possible guerrilla in France and elsewhere will run parallel to the Soviet onslaught, but astute Allied players will probably crush these minor threats first to meet the main foe head-on.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
RE: Enabling PO
ORIGINAL: golden delicious
Just thought I'd mention that I picked up work on a complete re-write of this scenario- it should actually play very differently .../...The scenario will have a lot more of a "people's war" kind of flavour, with masses of infantry, lightly supported (but more so as the war goes on) and opening with Trotsky's Russia launching a European war in support of the Spanish Republic in 1936.
That sounds very interesting GD. No doubt that there will be a lot of work going into the OOB/TOE for this one.
The TOAW Redux Dude
- golden delicious
- Posts: 4189
- Joined: Tue Sep 05, 2000 8:00 am
- Location: London, Surrey, United Kingdom
RE: Enabling PO
ORIGINAL: Silvanski
That sounds very interesting GD. No doubt that there will be a lot of work going into the OOB/TOE for this one.
Yeah. It's a good deal easier to figure out what various armies, navies and air forces had in 1939 than it is for 1936. What with it being a hypothetical scenario, I think some serious fudging will be involved, and also armies will drift towards their historical organisations as the scenario goes on. However I should be able to put together something reasonable.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
RE: Enabling PO
Easy liberation of Commie controlled cities occurred in testing.
Besides altering the objective tracks there will be a new feature in my AWW mod: appearance of garrison units in important occupied hexes... I hope this can also avoid easy amphibious landings...
The human player gets no free lunch!
Testing of the update will start soon.
Besides altering the objective tracks there will be a new feature in my AWW mod: appearance of garrison units in important occupied hexes... I hope this can also avoid easy amphibious landings...
The human player gets no free lunch!

Testing of the update will start soon.
The TOAW Redux Dude
RE: Enabling PO
The intensive updated mod is nearing completion.
I just finished revising the minor Allies airforces and finished the Communist NKVD garrison OOB.
I still need to look into the garrisons TOE/supply/proficiency etc one by one cuz their strength will largely depend where they are deployed.
Some cities will be defended by a basic "mob" under control of the NKVD (hence the name) made up of irregulars without much extra special equipment, just enough to give token resistance, while others will be a tougher nut to crack.
These garrison units will start out with a low proficiency and readiness level and have a low replacement factor.
Set as "fixed" and on force support they will only give limited support to other Communist units and formations, but should be enough of a nuisance or even more to hamper Allied counterattacks.
Of course all of this has to be tested first...
I just finished revising the minor Allies airforces and finished the Communist NKVD garrison OOB.
I still need to look into the garrisons TOE/supply/proficiency etc one by one cuz their strength will largely depend where they are deployed.
Some cities will be defended by a basic "mob" under control of the NKVD (hence the name) made up of irregulars without much extra special equipment, just enough to give token resistance, while others will be a tougher nut to crack.
These garrison units will start out with a low proficiency and readiness level and have a low replacement factor.
Set as "fixed" and on force support they will only give limited support to other Communist units and formations, but should be enough of a nuisance or even more to hamper Allied counterattacks.
Of course all of this has to be tested first...
The TOAW Redux Dude
RE: Enabling PO
Scenario has been sent to two testers and I sent you a copy as well GD.
The TOAW Redux Dude
AWW PO mod
The all improved mod will be available shortly.
The scenario has been re-baptised "Trotsky's War" as he's the Soviet leader in this hypothetical conflict.
I'm doing a last series of playtesting and making small changes here and there.
I believe now that the PO is tuff enuff.
Here's an advance screenie.
*3 November 1939 - Trenches in Poland*
The Polish government asked and got help from Nazi Germany which halted the Soviet steamroller, for now. A bloody battle of attrition has been going on for several weeks and the frontline has more or less stabilized. But it's only a matter of weeks before a frustrated Trotski orders his troops to invade other countries.
I experienced that no two games are alike as a lot depends on what you do with your Polish units on the first few turns, and if you have enough Polish formations not going into reorganization.
Judge well where you move your German reinforcements, they won't cooperate well with other nations...
If that happens your frontline will be like a mature swiss cheese and soon you'll see Soviets roaming the German countryside...

The scenario has been re-baptised "Trotsky's War" as he's the Soviet leader in this hypothetical conflict.
I'm doing a last series of playtesting and making small changes here and there.
I believe now that the PO is tuff enuff.
Here's an advance screenie.
*3 November 1939 - Trenches in Poland*
The Polish government asked and got help from Nazi Germany which halted the Soviet steamroller, for now. A bloody battle of attrition has been going on for several weeks and the frontline has more or less stabilized. But it's only a matter of weeks before a frustrated Trotski orders his troops to invade other countries.
I experienced that no two games are alike as a lot depends on what you do with your Polish units on the first few turns, and if you have enough Polish formations not going into reorganization.
Judge well where you move your German reinforcements, they won't cooperate well with other nations...
If that happens your frontline will be like a mature swiss cheese and soon you'll see Soviets roaming the German countryside...

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- 3Nov1939..nPoland.gif (105.75 KiB) Viewed 364 times
The TOAW Redux Dude
Corrections for Trotsky's War
Two things I overlooked...
The minor one:
The Irish airforce has to be activated on turn 40, not turn 12 as it appears. Simply change it in the deployment editor.
The major one:
With placing the exclusion zones I didn't think about the fact that Poland and East Prussia won't receive supply the first 3 turns. Thanks Ben for pointing this out.
To solve this, place an Allied supply point in hex x=108, y=75,as in this screenie yes it is an excluded hex, but supply and units can go out of such a hex. This temporary supply point will feed Poland and East Prussia till the exclusion zone is removed.... (see next post)

The minor one:
The Irish airforce has to be activated on turn 40, not turn 12 as it appears. Simply change it in the deployment editor.
The major one:
With placing the exclusion zones I didn't think about the fact that Poland and East Prussia won't receive supply the first 3 turns. Thanks Ben for pointing this out.
To solve this, place an Allied supply point in hex x=108, y=75,as in this screenie yes it is an excluded hex, but supply and units can go out of such a hex. This temporary supply point will feed Poland and East Prussia till the exclusion zone is removed.... (see next post)

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The TOAW Redux Dude

