My Axis first turn basics

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morvael
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RE: My Axis first turn basics

Post by morvael »

Sample from 1.08, 1941-45 Campaign scenario with improved CV math:
XVII Corps, leader Kienitz (averaged skills: 4.4), 56th Infantry Division: CV 19.7/25.9
XVII Corps, leader Model (averaged skills: 8.0), 56th Infantry Division: CV 33.7/38.5
...in no way giving even 3 strong SUs to a division would increase it's CV by 71%

Leaders are important.
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morvael
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RE: My Axis first turn basics

Post by morvael »

Screen 1:


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morvael
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RE: My Axis first turn basics

Post by morvael »

Screen 2:

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Oshawott
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RE: My Axis first turn basics

Post by Oshawott »

Very cool. Displayed CV now takes leaders into account. What happens if the HQ is out of range or gets displaced? Will the displayed CV automatically be adjusted?
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RE: My Axis first turn basics

Post by charlie0311 »

+++++ to M + others
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Peltonx
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RE: My Axis first turn basics

Post by Peltonx »

ORIGINAL: morvael

Sample from 1.08, 1941-45 Campaign scenario with improved CV math:
XVII Corps, leader Kienitz (averaged skills: 4.4), 56th Infantry Division: CV 19.7/25.9
XVII Corps, leader Model (averaged skills: 8.0), 56th Infantry Division: CV 33.7/38.5
...in no way giving even 3 strong SUs to a division would increase it's CV by 71%

Leaders are important.

Leaders are important, but turn 1 they mean nothing or 2 or 3 and ?

A skilled GHC player knows when and where leader rolls are important.

Kinda why me and MT have been bitching about the daily ( a great thing ) changes and you want balancing testing done.

Skilled GHC players (of which there are less then 10 I know of)know where and when skilled leaders are needed/ What SU's are needed / ect /ect.

We been playing GHC for yrs and 30 + games each so we know leaders are important + everything else.

The SHC side can make mistake after mistake and still win - GHC side has to play like German Supermen and never make a mistake from turns 1-7.

Your right leaders are important BUT where and when is more important. http://www.youtube.com/watch?v=jvlvWnz2 ... re=related
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Ketza
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RE: My Axis first turn basics

Post by Ketza »

WOW that is a very cool new feature!
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Peltonx
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RE: My Axis first turn basics

Post by Peltonx »

ORIGINAL: Ketza

WOW that is a very cool new feature!

Thks

Your the best air General Katza, but even you will have to put on your thinking cap for 1.08

This is important.

http://www.youtube.com/watch?v=teLVRb_XP1Y

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morvael
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RE: My Axis first turn basics

Post by morvael »

ORIGINAL: Ketza

WOW that is a very cool new feature!

This "feature" is a scenario parameter. 1.08 will ship with just one scenario having this parameter turned on, that is a copy of 41-45 Campaign. This feature is helpful, but requires more CPU power and thus is not suited while playing vs the AI, but should be good for multiplayer games. However it requires the players to learn a new set of values (I guess most are used to 7=7 German inf divs, 16=16 German panzer divs, 2=2 Soviet rifle divs), and since the rating depends on the leader it's harder to spot weak units this way - they may be strong units but under bad leader. Something to experiment with, but it allows you to more precisely determine what CVs you can expect in combat.
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Commanderski
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RE: My Axis first turn basics

Post by Commanderski »

Has that new feature been tested using the AI? I think some of us have a pretty decent computer that may have enough computer power to use it...whenever it comes out [:)]
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morvael
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RE: My Axis first turn basics

Post by morvael »

Nowadays computers are more focused on processing many things in paralell, not necesarilly on processing one thing very fast. WitE does not take advantage of multiple cores, so the gains, though visible between low-end and high-end systems are not as big as they could. But you can create a copy of any scenario with this feature turned on if you like, the stock patch will come with just one, the most popular.
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Flaviusx
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RE: My Axis first turn basics

Post by Flaviusx »

While this is a neat feature, I assume it only reflects leadership values of the immediate commander. This could be somewhat deceptive, and I think I prefer the stock feature here. Unless it somehow averages the leadership strength across the whole chain of command.
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morvael
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RE: My Axis first turn basics

Post by morvael »

Since chances to pass a roll (as diplayed on unit supply details screen) include effect of superior leaders, the modified CV also includes that. There are still parts of the big picture missing, that is those skills which affect fire combat - like initiative skill. Fire combat is actually one big black box in this system. I can't help that.
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morvael
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RE: My Axis first turn basics

Post by morvael »

Normal GC, Pavlov in command of Western Front:

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morvael
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RE: My Axis first turn basics

Post by morvael »

Zhukov:

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Flaviusx
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RE: My Axis first turn basics

Post by Flaviusx »

Ok, cool. I guess I will use this after all. The initiative rating thing isn't a deal breaker for me.
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STEF78
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RE: My Axis first turn basics

Post by STEF78 »

ORIGINAL: morvael

Sample from 1.08, 1941-45 Campaign scenario with improved CV math:
XVII Corps, leader Kienitz (averaged skills: 4.4), 56th Infantry Division: CV 19.7/25.9
XVII Corps, leader Model (averaged skills: 8.0), 56th Infantry Division: CV 33.7/38.5
...in no way giving even 3 strong SUs to a division would increase it's CV by 71%

Leaders are important.
very nice improvement

and thanks to Ketza for sharing
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mmarquo
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RE: My Axis first turn basics

Post by mmarquo »

"Why the pz with OKH?"

"that comes later. They will get moved to AGS Panzer corps. Moving them to OKH costs less APS which are at a premium. When you attach them later in the turn they will be free moves."

This is why I stopped playing WITE and have moved on. One could spend a life time figuring out these subtle loop holes to circumvent the designer's intent. No disrespect intended - this is brilliant [&o]


Cheers


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Peltonx
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RE: My Axis first turn basics

Post by Peltonx »

ORIGINAL: Marquo

"Why the pz with OKH?"

"that comes later. They will get moved to AGS Panzer corps. Moving them to OKH costs less APS which are at a premium. When you attach them later in the turn they will be free moves."

This is why I stopped playing WITE and have moved on. One could spend a life time figuring out these subtle loop holes to circumvent the designer's intent. No disrespect intended - this is brilliant [&o]


Cheers



Allot of loop-holes have been closed, allot of bugs and swapping errors fixed. .8 is a major overhaul.
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charlie0311
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RE: My Axis first turn basics

Post by charlie0311 »

Say Marquo,

1) Lots of games have loop holes. Players may agree not to use them.

2) "moved on", to what, always interested in other opportunities myself.
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