Uranus AAR

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ComradeP
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Uranus AAR

Post by ComradeP »

After having shown an example of the Axis blitzkrieg in Fall Blau, this might be a good time to show the Soviet avalanche in Uranus.

The scenario is rated as being "hard", mostly because if anything goes wrong, you're going to lose points rapidly. You need to win by turn 2 to get a brilliant victory.

The situation at the start.

Soviet units are in fairly good shape, Axis units are depleted and (like the Soviets in Fall Blau) not in a good position to counter what you're going to do to them.



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RE: Uranus AAR

Post by ComradeP »

One of the things Unity of Command does well, in my opinion, is model the differences between the two (in general terms) opposing sides in terms of their particular strengths and weaknesses, without an abundance of abstraction or detail.

For example: the Soviet infantry formations are not really all that good by themselves. If you give them artillery, or a tank specialist step however, they become more useful and can attack their German counterparts. You should generally avoid strong Axis mobile units as the Soviets, also historical, but you can crush weaker ones with numbers.

This also means the pace of the advance is generally a bit different between the Axis and the Soviets. The Axis can make rapid advances with their mobile units, with the infantry cleaning up the flanks. The Soviets really need to get going like a steamroller, before their mobile units can break out by themselves.

For the Axis, creating the conditions for a successful breakthrough can generally be done in one turn. For the Soviets, it's often a multiple turn process.
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RE: Uranus AAR

Post by ComradeP »

The briefing (stretched out again).

No theater assets.

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RE: Uranus AAR

Post by ComradeP »

Here's an indication my strategy for this scenario for the first turn. Note that the arrows are meant more to indicate a plan than actual precise movement. It's absolutely essential that 6th Army is trapped, in any case.

As with any scenario for both sides, the first turn is where you can really do some damage before the defender has time to respond. That's especially crucial in this scenario, as time limits are not generous for a good victory.

The first times I played this scenario, I thought it was impossible to get a brilliant victory. I was frustrated for a moment, but I kept going and developed a strategy that could work. It was a rewarding experience in the end, as through initial failure I ended up getting a better understanding of the system.

A small amount of luck is still needed (my initial problem with the scenario), but it's normally possible to get the result I'm trying to get.

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RE: Uranus AAR

Post by ComradeP »

I haven't shown a combat results calculation estimation screen yet, so here it is.

The actual result of the battle is displayed directly on the map (you see the steps disappear or become suppressed).

My Rifle formation gets +3 artillery shift, suffers a -1 shift penalty for attacking in bad weather, and has a 30% chance to remove the defender from its hex.

For reference's sake: this is the attack made against the German division at the central arrow on the previous screenshot.

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RE: Uranus AAR

Post by ComradeP »

End of turn 1.

This is a somewhat risky strategy, more to be able to show what the AI will do. I went for maximum destruction instead of security. Normally, I'd encircle the Romanians in the south as well.



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RE: Uranus AAR

Post by ComradeP »

Start of turn 2. The AI has deployed its units in a sensible way considering its limited means. The defenders of Kalach, the central objective, in particular are very difficult to remove.



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RE: Uranus AAR

Post by ComradeP »

End.



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RE: Uranus AAR

Post by ComradeP »

There's not a lot to say about this scenario in terms of how to complete it after turn 1. As long as your opening is good, the rest will work. This short AAR for a short scenario was more to show you how the Soviets, too, can create a fairly fluid situation, although like in Fall Blau the defenders suffer from a serious handicap in terms of where their units are placed.
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RE: Uranus AAR

Post by ComradeP »

Unit statistics for the Romanian armoured division, Soviet cavalry corps and Soviet mechanized corps.



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RE: Uranus AAR

Post by SeaMonkey »

The game looks ripe for some initial variable deployment options or just some random Hotseat variant scenarios. Is hotseat an option?
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RE: Uranus AAR

Post by ComradeP »

Hotseat's an option.

Aside from the tutorial and introductory scenario, all scenarios can be played vs. AI, on the internet or hotseat.



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RE: Uranus AAR

Post by SeaMonkey »

And PBEM? No big deal for these short scenarios, but the more advanced ones, PBEM will be a must.
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RE: Uranus AAR

Post by 2xTom »


Hi,

let me just give a quick note on how Internet games work:

1. You start the scenario and a game is created on the server. Server returns a game code the looks something like this: db3xE0

2. You send this code to your opponent. After their first connection is made, only the two of you can connect.

3. This is important: both players may connect and re-connect as many times as they like. They don't need to be logged in at the same time at all. Both players can review the entire game history (all actions ever made by either player) at any time.


So the equivalent of a PBEM game would be to play your turn normally and then notify your opponent you're done. In fact, we will be adding this functionality to the server so it becomes completely automated.

Note that, in the testing phase, we only got limited testing with Multiplayer. We're looking forward to working with a larger community so we can get more feedback for that. In practice, about 90% of people on the test played SP only.



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RE: Uranus AAR

Post by mariovalleemtl »

I wont to buy this game NOW !
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RE: Uranus AAR

Post by ComradeP »

Luckily for you, it's close to release and these are not teaser AAR's for a game that will only be released months from now, but AAR's for a game that's due to be released this month.
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RE: Uranus AAR

Post by Noakesy »

ORIGINAL: ComradeP

Luckily for you, it's close to release and these are not teaser AAR's for a game that will only be released months from now, but AAR's for a game that's due to be released this month.

Astonishing! I can't help but be a tad cynical (it's in my nature). So far this looks like a game that will deliver the goods in terms of what I'm after, AND could be released close to when it's meant to be without 6mths of "anytime now chaps". I have come over all faint [;)][:D][:D]


Can I ask a question re the Internet play? You've said that in some respects it's similar to PBEM as you advise your opponent that "the turn is waiting" (if I've read this right). Will it be similar to the Slitherine server based system, that seems to work rather well as far as I can tell?
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RE: Uranus AAR

Post by 2xTom »

ORIGINAL: Noakesy
I can't help but be a tad cynical (it's in my nature).

Mine too, but since I just uploaded our final version to Erik, it's a reasonaly safe bet the game will go live next week [;)]
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RE: Uranus AAR

Post by ComradeP »

Andrew, as I haven't tried multiplayer I'm not entirely sure, but from the description it would sound like it's quite similar to how we do secure PBEM's for SSG games (well, aside from being able to check every action that you or your opponent has made at any time), with the difference that the game is stored directly on a server instead of on the harddrive.

The "history mode" is similar to the turn playback that SSG games have, although you don't see the combat result prediction window for battles and you can watch the entire scenario without having to reload numerous turns (as we know, SSG games only allow you to watch the last turn).
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RE: Uranus AAR

Post by elmo3 »

Never mind.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

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