Playtesters wanted for Possum v5

War in Russia is a free update of the old classic, available in our Downloads section.
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Possum
Posts: 333
Joined: Mon Mar 27, 2000 10:00 am
Location: Adelaide, SA, Australia

Playtesters wanted for Possum v5

Post by Possum »

Hello All.
Well I've gotten to the point of a) Being just about finnished
and b) Being just about O.D.ed on playing games of WIR.
So Im looking for a few volunteers to play a few games for me, to find the errors that I've overlooked. ( I'm sure that there will be about 20 or so, from prior experience with this sort of thing, I just can't SEE them.) Things I would like checked are that units have what they are supposed to have, Factories, equipment, and new units appere where and when they are supposed to. Units don't morph into other units unless they supposed to.

Changes from v4 to v5 beta

1) Introduced the following new AFV’s. Lynx, Puma, PzJg-76mm,
L-6/40, Pz-35-S(f), Flammpanzer, Mineraumm, JPz-IV/48,
T-26 M39E, T-50, T-38, T-40, BT-2, BT-7M, Matilda, Sherman 76,
T-34 M41, T-44, KV-1 M41, ZiS-30, Su-76M.

2) Completely overhauled the Axis and Soviet Tank Production.

3) RE-worked the values of the all the other AFV’s. Most notably the following are now unique vehicles, and may not be manually upgraded from/to. (The computer, however will automatically upgrade them to the specified upgrade eventually.)
PzJg-47mm (ex PzJg-1b), Pz-IIf, Lynx, Puma, Nashorn, R-35, L-6/40, Flammpanzer, Mineraumm, T-37, T-38, T-40, BT-2, BT-5, T-28E, T-35, T-26 M40, ZiS-30, Su-76, Lee, Sherman 75, Sherman 76.

4) Changed the slot # of the Hetzer from #27 to #26, so the program now treat’s it as a light TD.

5) Re-arranged the Soviet divisions to place all of the permenent motorized divisions after the cavalry divisions; Also moved the Polish cavalry Division, and the Polish Tank Corps, to be listed directly after the Soviet Cavalry Divisions and Soviet Tank Corps.

6) All Soviet Cavalry Tank Regiments, and The first two Tank Regiments of each Tank Division, have been made into Brigades, so they will a) collect the right amount of tanks, and b) not re-equipped with heavy tanks.

7) Many Tank Regiments have been made into Tank Battalions, which is what they should have been. As now Tank batallions are capable of growing to 50 units!

8) Re-did the AFV’s of the Soviet Tank and SPG units, to give more historically correct AFV types

9) Changed the arrival location of the Soviet Reserve Divisions to arrive in their appropriate district HQ, where that District HQ is on the map.

10) Changed the Starting values of the Reserve Soviet Divisions and subunits, to give them more initial equipment. (they now start with about 30% TOE) Brand New Units still arrive in RGVK with a bare minimum of equipment.

11) Changed the 1st Abt of the “at start” German Panzer Divisions back into a Panzer Abt, equipped with Pz-II’s. As the Pz-II is now non-upgradeable, they will eventually become PzJg Abt’s equipped with Hetzers.

12) Re-did the “at start” AFV's of the Axis Panzer, Stug, and PzJg Abt’s to give a more historically correct types and numbers.

13) Delayed the arrival of the "at start" SS PzJg units until Jan-42.

14) Changed the Italian Giovani F Motorized division, and its sub-units, to SS nationality, to prevent it from dissapering apon the Italian collapse.

15) Added a PzJg unit to Giovani F, appearing Jan-42

16) Added the 91st Recon Abt, appering Jan-43, Equipped with 74 rather ferocious Puma’s!

17) Added a railway spur coming out of Kazan to map sf3, to help the soviet AI, as it keeps on insisting on moving RGVK to a blasted swamp hex, miles from nowhere!

18) Added the 4th Soviet Cavalry Corps to the map N.W. of Stalingrad, So the Soviet Player has access to this corps, from the start. (Note, do not delete the Motorized cavalry corps, as the will not become avaliable again until mid-43!

19) Moved the Northwest Front HQ on hex east, to prevent it from being overrun on the first turn by an aggressive German player.

20) Altered the order of the Axis Minor Motorized and Panzer units so that now the Hungarian 1st Motorized Division will morph into a PanzerGrenadier Division, rather than the 1st Rumanian Panzer Division.

21) Added the 5th Rumanian Stug Abt to the Rumanian 1st Pz Div, equipped with 12 x Stug-IIIb.

22) Added the 1st Hungarian PzJg Abt to the 1st Hungarian PzG division, arriving Turn 110 when it becomes the 1st PzG division.

23) Changed the arrival dates of the German Army Motorized Division’s PzJg Abt to be avaliable at start, and now equipped with a mix of Stug-IIIb’s (3rd, 10th, 14th, 18th) and PzJg-47mm’s. (20th, 25th, 29th, 36th, 228th)

24) Re-ordered the Axis AFV subunits, to include the new axis minor Abts, and to place the SS PzJg units at the top of the PzJg sequence, so that they get reinforcements first. Also changed the at start equipment totals; Many StuG and PzJg Abt’s becoming larger.

25) Added 2 Artillery factories (both size 1, in Kursk, and Kharkov ) and three Recon factories for the Soviets ( Size 5 LL, arriving turn 19, size 30 in Gorki, size 5 in Kursk.)

26) Altered the 31st and the 32nd Air Divisions to arrive equipped with 25 x Il-2 instead of with 130 x I-153 (I am now assuming that these units will leave all the obsolete A/c behind when they move from Transbkial & Siberian MD’s, )

*Accidentally left out in 1st Post*
27) Reduced the Axis Heavy industry to a total of 68 points, this seems to have slowed the growth of axis factories a bit, and will now cause problems for the Axis with getting sufficent opperations points to attack everywhere at the same time.

28) Added an Il-4 factory, size 1, to the Urals.
"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.
Rado
Posts: 18
Joined: Fri Nov 23, 2001 10:00 am
Location: Ostrava (Czech Republic)

Testing

Post by Rado »

Hi Possum,
I am ready for testing. I would like to test Russian side.

radovan.prikryl@sme.cz
sean
Posts: 5
Joined: Sat Apr 20, 2002 5:19 pm

Post by sean »

Please send the german side to me. Have been following your posts and trying to see where I could DL your version. Looks like a lot of nice changes.

ss1383@nyu.edu
Possum
Posts: 333
Joined: Mon Mar 27, 2000 10:00 am
Location: Adelaide, SA, Australia

Post by Possum »

OK, So far I have Sean, Rado, Tom 1939, and Techex as volunteers.
Gentlemen thankyou,
and expect an email soon.
"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.
Lokioftheaesir
Posts: 548
Joined: Mon Mar 26, 2001 10:00 am
Location: Oz
Contact:

Post by Lokioftheaesir »

Possum

Have just returned from a holliday and read your post. I suppose i'm too late but wanted you to know i would have been in there at the head of the line. Your scenerios are, i consider, the best
1941 start scenerios to be had.

Thanks for all the work

Loki
Gentile or Jew
O you who turn the wheel and look to windward,
Consider Phlebas, who was once handsome and tall as you.
matt.buttsworth
Posts: 886
Joined: Sat May 26, 2001 8:00 am
Location: Weimar, Germany
Contact:

Post by matt.buttsworth »

I agree with Loki's point although unfortunately I do not have time to playtest a version at the moment. One minor point - is there any way to make a minor adjustment to the map so that defending Germans have supply on square 34 8, (remove swamp at 33 9) as at the moment if the Germans retreat to Pskov their northern forces have no supply at 34 8, meaning unless they send three units there, the Soviets can pour troops across the river into the unoccupied square, conquer the Baltics, and attack behind Pskov which should not have been feasible. Removing one swamp would allow a german unit with one supply to defend 34 8 making a defence possible although difficult.
It would be a good change to consider as I have just won a game using the Northern surprise attack but am not sure if my victory was entirely fair.
Possum
Posts: 333
Joined: Mon Mar 27, 2000 10:00 am
Location: Adelaide, SA, Australia

Post by Possum »

What if I altered the map to:
river in 33,9 running N/s on the eastern edge, delete the river in 34,9, and alter the swamp hex in 34,9 to have an all sea/lake hexside on 34,9 - 35,8?
That way only one formation is required by either side to block this railwayline.
Alterative 1) move the railway junction one hex east to 33,9, and add a swamp to the now defunct raiway line nw of the new junction. Unfortunately, this requires the use of a 4 way to make the connection, and so looks untidy.
Alternative 2) replace 33,9 with a forest hex.
"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.
matt.buttsworth
Posts: 886
Joined: Sat May 26, 2001 8:00 am
Location: Weimar, Germany
Contact:

Post by matt.buttsworth »

either alternative sounds good as long as the railway line becomes defendible with one unit.
bgiddings
Posts: 72
Joined: Fri Mar 22, 2002 4:38 am
Location: Toronto, Canada

Post by bgiddings »

Are you adjusting both of your maps???
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