Great War Scenario Update

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tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

Great War Scenario Update

Post by tweber »

Just posted update to scenario bank. Changes include:

- You can now select Italy as AI
- Germany can only give Austria Hungary aid if AH controls Vienna
- West can only give Italy aid if Italy controls Rome and Italy in war
- Rifle and MG defense power increased slightly against infantry
- Artillery power and artillery power against infantry decreased slightly
- German staff now at level 2 (vs 3). Still have high experience (50%)
Dgold
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Location: BC, Canada

RE: Great War Scenario Update

Post by Dgold »

Thanks for the fast update, tweber.

This is my favourite period of war.

I have played too many board WW I games where the Russians take East Prussia and Galicia without too many problems.
I was wondering what kind of handicaps the Russian Army has? I know that given their sheer numbers, they would roll over the Germans and Austrians, if the unit quality was the same. I hope the Russians have problems with troop quality and supply problems. Perhaps their industry should only function at a 25% level?

Thanks.

SMK-at-work
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RE: Great War Scenario Update

Post by SMK-at-work »

the initial Russian troops were of very good quality.....fully comparable with Germans - they regularly defeated Germans in straight battle when numbers were equivalent in 1914 and early 1915, and at Gumbiden the Germans noted the skillful use the russians made of cover, machineguns and artillery.
 
But there were only lmiited numbers so well trained - they'd had a shake up in training and tactics since the RJW, and new methods came into use in 1910 IIRC.  However this meant that only 4 classes had experienced the new methods, and once they were exhausted replacements from the reserves were trained in obsolete tactics....if they could remember their training at all.
 
Plus htey started to run out of equipment from about mid 1916 - the horrific stories of the Russian army not having enough rifles, etc pretty much all come from after the Brusilov offensive.......ideally there would be some way of simulating losses in equipment being unable to be replaced, but losses in manpower being made good.....resuling in much lower quality units that lack equipment.
 
 
Meum est propisitum in taberna mori
tweber
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RE: Great War Scenario Update

Post by tweber »

The Russians have half the pp grant of the West and Germany.  They have the same level of production as Germany but are likely to lose Warsaw.  Russia also starts at level 1 on the tech tree while Germany starts at level 2.  Everything I have read suggested the Austria Hungary army was also not impressive so I start them at level 1 as well.  If Austria retreats to the rough terrain, they should hold well against the Russians.
 
Austria also can get military aid from Germany.  Russia can only get military aid if the West captures Istanbul.
 
Also, I make mutiny and eventual revolution come quicker for both AH and Russia.  The West and Germany is more immune.
 
 
tweber
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RE: Great War Scenario Update

Post by tweber »

Put another update, v12.  Basically thought it was too easy for Germany to capture Paris.  I made infantry have higher defense power and better auto entrench in the plains.  Also reduced artillery power vs infantry.  Finally, I reduced Germany's staff advantage somewhat.
EricSilver_MatrixForum
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RE: Great War Scenario Update

Post by EricSilver_MatrixForum »

Thank you Tweber, wish I had time to test your great work.

[&o]

;)
Dgold
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Location: BC, Canada

RE: Great War Scenario Update

Post by Dgold »

Thanks for the update, tweber.

One thing that I would like to change is that when you (or the AI) capture an enemy production city, the production capability is reduced, due to war damage or unrest among the enemy citizens.

Can these be modelled by rule changes or events?

Capture enemy production city - 50% of normal capability - could increase over time
Re-capture friendly production city - 50% of normal capability - could increase over time

Thanks.

Dgold
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RE: Great War Scenario Update

Post by Dgold »

Hi Tom,

What boardgame or source did you use to develop your Great War scenario?

I am asking as I recently bought the Decision Games monster WWI game: Storm of Steel (WWI Europe at 30 km/hex with quarterly turns of up to 4 impulses each). It also comes with a World display for colonial combat and 1400 counters.

I am interested in using the detailed information from this game to either work with you to modify your Great War scenario, or to modify it on my own, with your permission. I could see tweaking unit stats and production cities, possibly adding Atlantic convoys / submarine warfare.

Thanks



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Matto
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RE: Great War Scenario Update

Post by Matto »

Really great scenario ... playing A-H with Germany+Turkey AI and all Entete AI++ ... reall fun. I'm at summer 1917, Germany is conquered by West, A-H is recapturing Berlin, fighting at Italy, Balkan, around Kiev ...[/align]Thanks to TWEBER !!![/align]
Excuse my English ... I hope is better then Your Czech ... 8-)
My MatrixGames: WitP, WitP AE, WPO, JTCS, P&S, CoGEE, ATG, GoA, B.Academy, C-GW, OoB all DLCs, all SC, FoG2/E, most AGEOD games ...

Image
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Herode_2
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RE: Great War Scenario Update

Post by Herode_2 »

Not yet played but we're about to begin a 6 players PBEM on that scenario. Looks very appealing [8D]
tweber
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RE: Great War Scenario Update

Post by tweber »

What boardgame or source did you use to develop your Great War scenario?


I defined two generic armies - a large one with 200 infantry and 5 artillery, and a small one with 100 infantry and 5 artillery. Each army also has a HQ. I used the West Point Military altlases to place the armies. There were initially alot of HQ so I combined them to a few per front (e.g., Germany had 7 armies in the West and I combined to 2 but put 7 armies worth of units in place). I roughly rounded actual armies to the neareast 100,000 troops so 1 infantry is roughly 1000 soldiers.

Feel free to make modifications, glad you enjoyed. Send me a note if you need help.
tweber
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RE: Great War Scenario Update

Post by tweber »

I also put in an abstract sub warfare system but it uses action cards so you would only see it if you do not use the AI.
PDiFolco
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RE: Great War Scenario Update

Post by PDiFolco »

ORIGINAL: Herode2

Not yet played but we're about to begin a 6 players PBEM on that scenario. Looks very appealing [8D]

Yep, but don't cheat me with your funcky 1915 Russian revolution ! [:@][:D]
PDF
Dgold
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RE: Great War Scenario Update

Post by Dgold »

Hi Tom,

I have been playing with the Editor for this scenario. I noticed that when I bring up details for a Production city (ie Berlin, which I have edited to 5000), the production details say '2500 points (50%)' yet I can spend 5000 points per turn (ie 25 Rifle x 200).
Why the discrepancy? I can't find where the 50% producution setting is in the Editor - where is it please?

Thanks.
tweber
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RE: Great War Scenario Update

Post by tweber »

In the AI version, I keep production at 100%.  In the player version, I multiply all production by 50% with an event and compensate the regimes with pp grants that can be used for purchases or to stave off mutiny or rebellion.  The event I do this is event 10:
 
0)    CHECK: Gameslot_Human Only(#6) == 1
1)      CHECK: CheckRound == 1
2)        EXECUTE: ExecChangePeopleProdMod(0, 0, 50)
3)      END CHECK
4)      EXECUTE: ExecGiveRegimePP(0, Gameslot_German Income(#0))
5)      EXECUTE: ExecGiveRegimePP(1, Gameslot_Austrian Income(#3))
6)      EXECUTE: ExecGiveRegimePP(2, Gameslot_Ottoman Income(#5))
7)      EXECUTE: ExecGiveRegimePP(3, Gameslot_Western Income(#1))
8)      EXECUTE: ExecGiveRegimePP(4, Gameslot_Russia Income(#2))
9)      CHECK: CheckSleep(5) == 0
10)       EXECUTE: ExecGiveRegimePP(5, Gameslot_Italian Income(#4))
11)     END CHECK
12)   END CHECK

 
Also, if you want to look at a event that checks area slots (in order to check for original ownership of a city), look at the partisan event (#75) in the war in europe scenario
 
0)      LOOPER: TempVar0 FROM 0 TO CheckMapWidth
1)        LOOPER: TempVar1 FROM 0 TO CheckMapHeight
3)          CHECK: CheckSlot(TempVar0, TempVar1, 5) == 1
5)            CHECK: CheckHexOwner(TempVar0, TempVar1) == 0
6)                EXECUTE: ...
8)            END CHECK
9)          END CHECK
10)     END LOOPER
34)   END LOOPER
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Herode_2
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RE: Great War Scenario Update

Post by Herode_2 »

ORIGINAL: tweber

In the AI version, I keep production at 100%.  In the player version, I multiply all production by 50% with an event and compensate the regimes with pp grants that can be used for purchases or to stave off mutiny or rebellion.  The event I do this is event 10:
So, when the screen shows a production of 25 rifles, you're going to have only 12.5 of them at the beginning of the next turn ? It's confusing. Would it not be better to show the real output ???

I also noticed an odd link : the Royal Navy unit at Alexandria is attached to the General Staff, which is not present in the OOB screen. If you click on the link to move the view to the clicked HQ, Berlin is selected (but as I'm playing a PBEM under the shrouded thing, I don't see more...). I wonder if I'll consume German supplies if I keep this unit attached to a German HQ [:D]
PDiFolco
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RE: Great War Scenario Update

Post by PDiFolco »

Herode/DGold
Normally rifles cost 100, not 200, I think the game charges half-production by doubling costs (as this allows for towns to have constant output whatever the owner..).

PDF
tweber
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RE: Great War Scenario Update

Post by tweber »

Made a mistake on the British Med Fleet.  I will fix and update.  In your current game, you should re-assign the HQ or the unit will not get supply
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Herode_2
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RE: Great War Scenario Update

Post by Herode_2 »

@tweber : That's what I did, moreover the German HQ is too far for bonus purposes. Anyway, great scenario indeed [&o]
@PDF : nice try, old chap, but that's not what happens :
Image
Here, I have 10000 points in the production queue (10*200 + 2*4000) and only 5000 points available from the city. Well, OK, I'm nitpicking again[;)][:D]
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Vic
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RE: Great War Scenario Update

Post by Vic »

@herode2,
 
this is not scenario related. and it will be fixed next version. It should say 10.000 points there instead of 5000, the costs of the items is doubled, not the prodpoints halved.
 
kind regards,
vic
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