ORIGINAL: Pelton
ORIGINAL: rmonical
Holy smokes. Is it normal for an Axis player to have 870 operational tanks at this stage of the game?
This is also a side effective of the replacement AI insisting on buying cavalry and motorcycle squads in preference to rifle and motorized squads even though armaments are low. You get 5.5 motorized rifle squads for each motorcycle squad. You get 8 rifle squads for each cavalry squad. Discussed at length here: tm.asp?m=3495133.
So the manpower pool built up to 400,000 because of the sub optimum production choices of the replacement AI. This leads to lower combat strength and higher casualties in the remaining elements on the front - perpetuating a vicious spiral. Realize that 400,000 missing men were not spread evenly across the front - they were concentrated in the most heavily engaged units. In the absence of morvael's .14 fix, we have to change the scenarios per my recommendation here: tm.asp?m=3513228. Recommendations 1-3 are critical and should be non-controversial as they better reflect history. Some folks continue to be passionate about keeping German tank strength low and will fight the last 4 recommendations.
In this game I developed a refit rhythm that had only a few units on refit at a time:
-- Turn 1 move the units to be refit back and put them in refit mode. The CV is 1 or 2. These are the only units on refit.
-- Turn 2 the AI build motorcycle or cavalry squads depending on what was on refit. CV does not change or bumps 1. Leave these same units on refit.
-- Turn 3 the AI will build some rifle squads and bring the division up to a CV of 3 or 4. Send it back into action or leave it on refit for another turn.
-- Turn 4: leaving the division on refit for another turn takes the CV up to 5-7.
Withdrawing units throw a wrench into this because they will preferentially build out their most expensive element types sucking up all of the armaments points.
The Germans should have armaments AND manpower problems in 1942. This situation bears no resemblance to any possible historical result.
This game is in an epic failure as can clearly be seen. The coding simply does not work and the game crashes in 1943/early 1944, but the coding disaster starts in the summer of 1941 with 1v1=2v1.
How this could not be seen by the dev's is a complete mystery to me and most of others that have played for years and
repeatedly posted this for yrs.
The game simply is not properly coded as can be seen by AAR after AAR.
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