FITE MOD 2010
Moderators: JAMiAM, ralphtricky
RE: FITE MOD 2010
I recall from "Panzer Battles" by von Mellenthin that Russian tanks did not have radios and it was only the company CO who had one. Also that the German wireless intercept service would often hear Russian units asking "what are we to do now" after an objective was taken. I think if possible it should be modelled into the game that Russian units have to re-org after each attack. Any comments / ideas?
Thought for the day:
If you feel like doing some work, sit down and wait....... The feeling does go away.
If you feel like doing some work, sit down and wait....... The feeling does go away.
RE: FITE MOD 2010
ORIGINAL: fogger
I recall from "Panzer Battles" by von Mellenthin that Russian tanks did not have radios and it was only the company CO who had one. Also that the German wireless intercept service would often hear Russian units asking "what are we to do now" after an objective was taken. I think if possible it should be modelled into the game that Russian units have to re-org after each attack. Any comments / ideas?
Each turn is half a week. Kind of a long time for reorganization don't ya think? The better method to model the mech corps would be a penalty for cooperation. Even divisions in the same corp had problems coordinating things with each other. But then you could run in to the formation limit wall.
RE: FITE MOD 2010
No, I do not think that 3 days for a division to reorg after a major attack is too long. What I mean is that if a division of 12,000 men attacked on Monday and lost 2,000 and attacked again on Tuesday and lost another 2,000 men and then attacked again on Wednesday losing another 2,000 men but was able to take the position it would sit there for a few days at least while it was being rebuilt. I do recall reading somewhere that up until late 44 the Germans would rely on the Russian army out running their supply line within a week of an attack.
Thought for the day:
If you feel like doing some work, sit down and wait....... The feeling does go away.
If you feel like doing some work, sit down and wait....... The feeling does go away.
RE: FITE MOD 2010
And how would you enforce this?
RE: FITE MOD 2010
ORIGINAL: fogger
No, I do not think that 3 days for a division to reorg after a major attack is too long. What I mean is that if a division of 12,000 men attacked on Monday and lost 2,000 and attacked again on Tuesday and lost another 2,000 men and then attacked again on Wednesday losing another 2,000 men but was able to take the position it would sit there for a few days at least while it was being rebuilt. I do recall reading somewhere that up until late 44 the Germans would rely on the Russian army out running their supply line within a week of an attack.
Okay, historically, since that's where we seem to be, if a division were rebuilt it was moved to the rear. So, no need to hit it with the reorg hammer since it's not even there. And IF it still had 50% strength it was still fit for combat in the Soviet way of thinking and would still be able to attack. Not that it would have 12k bayonets in 1944 in the first place.
And why do you want to stop a Soviet offensive? Are you trying to keep the Axis in the game longer? You're trying to limit the Soviet player to a one turn offensive. [:D]
RE: FITE MOD 2010
How about these?
Soviet air power becomes too strong too soon. Even if you force the Soviet player to fly the game mechanics will prevent air units from flying. The result is the same as if the player had held the air units out of combat.
To 'fix' this three things could be done at the same time. First, reduce the profieciency of the air units to a very low level. Maybe 20 veteran. Any Soviet air reinforcements come in the same way. They will gradually increase in proficiency as time goes by but only if they are involved in combat.
Second, kill off 80% of the Soviet air force immediately. It doesn't even make it into the game. This would simulate the destruction done to the air units during the first week of the war. Bring in whatever air units the Soviets had week two as reinforcements with very few aircraft.
Three, use historic production for everything. Throw the cities production thing out the window. Throw out the shock hammer too. It keeps the Soviet air force on the ground and you don't want that. Just crank up the Axis air shock a bit if you feel you have to.
These would force the Soviet to fly if the airforce were ever to get better. It would also prevent an early buildup of the Soviet air force to unrealistic levels. Game mechanics would still ground some of the air units. Not much can be done about that.
I just thought of something else that can be done. Play around with the replacement priorities to see how that affects things.
Soviet air power becomes too strong too soon. Even if you force the Soviet player to fly the game mechanics will prevent air units from flying. The result is the same as if the player had held the air units out of combat.
To 'fix' this three things could be done at the same time. First, reduce the profieciency of the air units to a very low level. Maybe 20 veteran. Any Soviet air reinforcements come in the same way. They will gradually increase in proficiency as time goes by but only if they are involved in combat.
Second, kill off 80% of the Soviet air force immediately. It doesn't even make it into the game. This would simulate the destruction done to the air units during the first week of the war. Bring in whatever air units the Soviets had week two as reinforcements with very few aircraft.
Three, use historic production for everything. Throw the cities production thing out the window. Throw out the shock hammer too. It keeps the Soviet air force on the ground and you don't want that. Just crank up the Axis air shock a bit if you feel you have to.
These would force the Soviet to fly if the airforce were ever to get better. It would also prevent an early buildup of the Soviet air force to unrealistic levels. Game mechanics would still ground some of the air units. Not much can be done about that.
I just thought of something else that can be done. Play around with the replacement priorities to see how that affects things.
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RE: FITE MOD 2010
The Sov's had official orders of battle for reduced divisions - "all" they had to do was get one out of hte drawer for however many men they had left, and shuffle them around...
I don't really see re-org in the same light as some ppl do. To me it is loss of communication more than loss of men - you can lose 1/2 your men and still move and fight. But if you're not getting your orders then where are you going to move to and how would you know to attack?

I don't really see re-org in the same light as some ppl do. To me it is loss of communication more than loss of men - you can lose 1/2 your men and still move and fight. But if you're not getting your orders then where are you going to move to and how would you know to attack?
Meum est propisitum in taberna mori
RE: FITE MOD 2010
Have you guys ever noticed that the fite recon levels are a complete bug?
German Recon level:
Turn 1: 75%
Turn 39: 110% (But it is more like 90% or something).
But it says in the News reel: German recon decreases (35% should be the new value)
So all the fite games take place and proceeding towards turn 40, the german player got an advantage from over 50-60% in the recon level.
How could so an easy thing a major bug for a so long time?
Player 2 'Axis'
Eventnumber 46: Turn 1 Recon 75
Eventnumber 47: Turn 39 Recon 35 (it should be '-40' correct to reach 35)
Eventnumber 48: Turn 260 Recon 30 (-5)
Eventnumber 49: Turn 363 Recon 20 (-10)
By Turn 40 soviet player got's an 5% advantage
But it is no match to the german level.
Player 1 'Sovjet'
Eventnumber 50: Turn 1 Recon 5
Eventnumber 51: Turn 40 Recon 25 (+20)
Eventnumber 52: Turn 150 Recon 35 (+10)
Eventnumber 53: Turn 200 Recon 45 (+10)
As you may see, german recon level always increase but should decrease.... And Soviet recon level increases too, but in too high numbers. After mud season autumn 1942 soviet recon reaches 65% but should reach 35%.
German Recon level:
Turn 1: 75%
Turn 39: 110% (But it is more like 90% or something).
But it says in the News reel: German recon decreases (35% should be the new value)
So all the fite games take place and proceeding towards turn 40, the german player got an advantage from over 50-60% in the recon level.
How could so an easy thing a major bug for a so long time?
Player 2 'Axis'
Eventnumber 46: Turn 1 Recon 75
Eventnumber 47: Turn 39 Recon 35 (it should be '-40' correct to reach 35)
Eventnumber 48: Turn 260 Recon 30 (-5)
Eventnumber 49: Turn 363 Recon 20 (-10)
By Turn 40 soviet player got's an 5% advantage

Player 1 'Sovjet'
Eventnumber 50: Turn 1 Recon 5
Eventnumber 51: Turn 40 Recon 25 (+20)
Eventnumber 52: Turn 150 Recon 35 (+10)
Eventnumber 53: Turn 200 Recon 45 (+10)
As you may see, german recon level always increase but should decrease.... And Soviet recon level increases too, but in too high numbers. After mud season autumn 1942 soviet recon reaches 65% but should reach 35%.
RE: FITE MOD 2010
Partisans: Why not make the partisans divideable? Also, a houserule that HQ units can't be put in a hex which borders an enemy unit could have the affect of forcing the Germans to pull some infantry out of the lines to keep partisans from overrunning the interior
Soviet Supply/Replacements: Soviet replacements should see a drop of around 30-40% in early 1943. This represents the fact that by this time, the Red Army was beginning to exhaust manpower reserves. Soviet supply should be dropped during the winter, not raised. The numbers might need to be fine tuned to make it fair but I think that a replacement/supply drop could give the Germans a better chance of survival during the winter months.
German Tank Replacements: These need to be upped considerably. At least for models produced later in the war. The Germans need to have an armored force capable of challenging the Soviets.
Soviet Tank Replacements/Amount Deployed: The soviets should start with few tanks equipped. Most of their outdated models broke down early in the campaign. Also, tank replacements should be vastly reduced to the point where they are not incredibly fast to replace for soviets(as in vanilla and the 2010 mod).
Volksturm: My opinion is that the Turks and Swedes should be removed and the Germans should be given some amount of low proficiency divisions that can start to be released when the soviets reach the prewar borders.
Just a few suggestions
Soviet Supply/Replacements: Soviet replacements should see a drop of around 30-40% in early 1943. This represents the fact that by this time, the Red Army was beginning to exhaust manpower reserves. Soviet supply should be dropped during the winter, not raised. The numbers might need to be fine tuned to make it fair but I think that a replacement/supply drop could give the Germans a better chance of survival during the winter months.
German Tank Replacements: These need to be upped considerably. At least for models produced later in the war. The Germans need to have an armored force capable of challenging the Soviets.
Soviet Tank Replacements/Amount Deployed: The soviets should start with few tanks equipped. Most of their outdated models broke down early in the campaign. Also, tank replacements should be vastly reduced to the point where they are not incredibly fast to replace for soviets(as in vanilla and the 2010 mod).
Volksturm: My opinion is that the Turks and Swedes should be removed and the Germans should be given some amount of low proficiency divisions that can start to be released when the soviets reach the prewar borders.
Just a few suggestions
RE: FITE MOD 2010
Has anybody played Ron's mod of FITE? If so, how far into the game have you gone and have you come across any bugs?
Thought for the day:
If you feel like doing some work, sit down and wait....... The feeling does go away.
If you feel like doing some work, sit down and wait....... The feeling does go away.
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RE: FITE MOD 2010
Also, may I say for the record that I really like the idea of having to chase down partisans. The scenario Directive 21 has abstracted them and I miss it. Having to come up with a strategy to get to each random appearing partisan quickly and destroy it before too much mayheim is done all the while having to fight a major war in a different AO sort of stretches the players ability to multi-task and keep a lot of details in mind simultaneously. I like it.
I prefer the random pop-up of the partisan events. They're more realistic. Most partisans operated in small numbers and their goal was to harass. Yes, there were "Partisanenaktionen" of various Wehrmacht, Orpo, Polizeibattalione and the Einsatzgruppen (with a more sinister "task", if one can have words for it...). You can count them on your fingers when there was a Kp/Btl strengtgh partisan unit was involved. A different story in the Balkans with Tito and various other factions. They had whole partisan corps; same for the Marquis, Resistance in France... etc.
HOWEVER, organised partisan units, displayed as counters in combination with a major operation seems to be OK and that how they got organised in larger groups to aid the ops.
And how to chase them? Like in real life... you send the boys to the hex that changed ownership and use your RR Eng. to repair the RR.
Again, just my thoughts...
RE: FITE MOD 2010
Seems like partisans are a luxury the current counter limit can't afford in a full blown East Front campaign.
- larryfulkerson
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RE: FITE MOD 2010
In vanilla FITE the same partisan unit seems to appear on or near the same hex where it originally appears about every 5 turns or so. Is there some way to allow them to appear in some random hex instead? Also, after they have been destroyed for a few turns they seem to reconstitute with the same health and supply level they had when they were last destroyed. I wish there were some way to allow them to be full strength and otherwise healthy each time they appeared. And another thing.....I've toyed with the idea of just dividing a couple of security units into smaller units and just surrounding them instead of destroying them. That way they wouldn't be a problemo for the rest of the game. Any thoughts guys?
We've all heard how computers can beat humans at anything computational but I've yet to meet a computer that can beat me at kick boxing.
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RE: FITE MOD 2010
Is there a version of this that has AI?
Distant Worlds:Universe--FIX IT OR GIVE US REFUNDS.
RE: FITE MOD 2010
See "Directive 21", which shares the same scale as FITEORIGINAL: Darkstar One
Is there a version of this that has AI?
The TOAW Redux Dude
- larryfulkerson
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RE: FITE MOD 2010
You can find the newest version of Directive 21 here:
http://www.mediafire.com/file/cugc9ynng ... 1-1945.sce
http://www.mediafire.com/file/cugc9ynng ... 1-1945.sce
We've all heard how computers can beat humans at anything computational but I've yet to meet a computer that can beat me at kick boxing.
- DesertedFox
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RE: FITE MOD 2010
Hi guys,
Been away from FITE for about 3 years now.
Maybe I will take up the torch again with the latest patch release.
Whats the latest greatest FITE mod these days, and a link for it?
I would like to trouble you a bit further to ask if this mod makes the game a tad more balanced. Vanilla FITE pre the latest patch, was an easy win for the Soviets if they just retreated.
Thx in advance for any assistance and comments.
Cheers,
Mark
Been away from FITE for about 3 years now.
Maybe I will take up the torch again with the latest patch release.
Whats the latest greatest FITE mod these days, and a link for it?
I would like to trouble you a bit further to ask if this mod makes the game a tad more balanced. Vanilla FITE pre the latest patch, was an easy win for the Soviets if they just retreated.
Thx in advance for any assistance and comments.
Cheers,
Mark