Possum V6.0??????

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Possum
Posts: 333
Joined: Mon Mar 27, 2000 10:00 am
Location: Adelaide, SA, Australia

Possum V6.0??????

Post by Possum »

Is there any interest in me putting together a revised version?
Problems with Possum 5,that I know about.
1) Soviet Airforce too strong in early game.
Proposed fix, move Western and Sothwestern HQ's back to their original starting hexes to give the German player a shot at overrunning them on the 1st turn.
2) Soviet Mech Cavalry too good a deal. (at 1 stacking point each)
Proposed fix, make them Tank Divisions, and Rename as Light Tank. The Mongolian Mech Cavalry Division will become a Tank Corps.
3) Have obtained more data on Soviet Tank regiments as of July 1942. Many of the Regiments are apparently in the wrong parent divisions. This is puerly a cosmetic problem.
eg I have found that the Regiment series for the 101-112 Lt Tank/Mech Cav divisions should be 200 not 300.

So is it worth bothering about putting together an updated scenario?
"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.
RickyB
Posts: 1151
Joined: Wed Jul 26, 2000 8:00 am
Location: Denver, CO USA

Post by RickyB »

If you already have the data and know what you want to do, then please do it. I for one would like to see the update.
Rick Bancroft
Semper Fi


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czerpak
Posts: 271
Joined: Fri Nov 02, 2001 10:00 am
Location: Poland

Post by czerpak »

Possum,
I am enyoying your upgrades very much, so one more wouldnt hurt :)
Just one thing I dont like about ver.5 is you have to leave production under computer control ( because of upgrades).
I personally would prefer to have less accurate equipment, but keep my control over factories. I know it is less realistic, but for me it always was great fun to plan production. But thats only my opinion and I still prefer your versions than standard one.
Hell of a job done, thanx for the effort
Czerpak
Think first, fight afterwards, the soldier's art.
Bernard
Posts: 130
Joined: Wed Mar 27, 2002 3:32 am
Location: Belgium

Paratroopers and Kriegsmarine

Post by Bernard »

just add the possibility of drpping an airborne corps (let's suppose it is not wrecked in creta or has been rebuild), so that we can complete encirclements and have some fun with it. and so we can use these ju52 for something useful.

add a few cruisers that can bombard leningrad and something in the black sea ? read something about it.

best regards.
Ben

Verzage ni
Rado
Posts: 18
Joined: Fri Nov 23, 2001 10:00 am
Location: Ostrava (Czech Republic)

Post by Rado »

Possum,
you did very good job with ver. 5. If you have any doubts as to ver. 5, please do it.

1) Soviet Airforce too strong in early game.
I disagree, a bit.
I think, it does´t matter how many Aircrafts Soviets have, but on that how high (low) level of experiance Soviet Airforce is. Soviet Airforce have very low level of experiance, that´s why Soviet Airforce don´t have chance to survive in early game. Proposal: move Western and Sothwestern HQ's back and increase level of experiances Soviet Airforce (average 40, for example). Is experiance 40 historical right?

2) Soviet Mech Cavalry too good a deal.
OK, change this

3) Have obtained more data on Soviet Tank regiments as of July 1942
Great, more historical. It will be better scenario.

Sorry my English.
shane056
Posts: 31
Joined: Wed Oct 11, 2000 8:00 am
Location: Western Australia

Post by shane056 »

G'Day Possum..
I am currently playing your scenario, and thanks for the work you have put into it, but my view is that it is flawed..
1] Axis air power is non existant, or should I say, soviet air power is way over the top in terms of numbers and experience. In essence the soviet player doesn't need the red army, as the red airforce is so powerful, that it will do the job all by itself.
2] Axis production is way too low.. As an example, I have checked panzer production to historical values and the axis player (thats me) is being ripped off big time.
3] Initial deployments are not accurate, plus the soviet HQ's need to be closer to the front line, to anable a greater degree of first week initial red airforce kills.
4] The number of axis airforce units initially deployed and their sizes ie.. number of aircraft available, need serious attention..
5] Soviet production levels also need a serious re-visit.. Appear to be too high.

I am playing the axis side in this scenario, and the prognosis for me, as I go into 1942, is bleak.. The Luftwaffe is weak, dead almost, and the army is being pounded by the overwhelming power of the red airforce. Combine this with the blizzard bug, and the axis side is well and truely screwed..

Thanks though for the work you have done so far on this ..Shane
Mike Marauder
Posts: 12
Joined: Thu May 03, 2001 8:00 am
Location: Manchester, united kingdom

Post by Mike Marauder »

Hi Possum

As ive stated before i love playing your V5 and yes please to a V6.

Once again great work and well apreciated.

Mike:)
alfonso
Posts: 470
Joined: Mon Oct 22, 2001 8:00 am
Location: Palma de Mallorca

Post by alfonso »

I agree to what has been said above about manual upgrading. I think it is a little bit frustrating to leave the production under computer control, because production management is one of the most intersting issues of this game, at least in my opinion. And now is more so than before because now in wir3.2 you have the real option to choose between many bad tanks or a few good tanks, and it is not as before when most players set every factory to produce Me-262 or Panthers....
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