Workshop for the new guys - Barbarossa 41

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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larryfulkerson
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RE: Workshop for the new guys

Post by larryfulkerson »

And so I right click on my attacking armor unit, it's the current unit, the selected unit, and the pop up menu offers
me the choice to cancel the single unit that is attacking. Maybe next combat phase he'll go.

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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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larryfulkerson
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RE: Workshop for the new guys

Post by larryfulkerson »

I just got an email from the PBEM++ system telling me that my Pacific At War game is on. I had created a challenge and
Thomas Harvey accepted it. I had originally started out the PAW AAR as a hot-seat game and Thomas wanted a proper PBEM++
game and it was so early in my game that I capitulated and created a PAW challenge with a password on it that I shared with
Thomas. We're on our way and I owe him some moves. I like to treat people the way I want to be treated so I'm going to go
do my moves for our game right now and get back to this after that. Hang in there dear readers.
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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Sniper31
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RE: Workshop for the new guys

Post by Sniper31 »

Ah, I see Larry...fighting a two front war is no picnic...hang in there!
"I say again, expend ALL remaining in my perimeter!" - Platoon

"This is JB27, on target...fire for effect.." - Me
Meyer1
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RE: Workshop for the new guys

Post by Meyer1 »

ORIGINAL: larryfulkerson

Okay I've moved a few units and I can't seem to get anybody on the north end of the Soviets so there's nothing to do
but move them hopefully off the road. I manipulated the enemy stack by clicking on it to move the arty unit to the top
so as to maximize the chance of an RBC from that stack.

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manip

Now, you got me thinking. I don't think that's correct, that by changing the unit that is visible on a enemy stack, results are gonna be affected by that. But, i could be wrong.
Any expert take on that? Bob, Ralph?
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Fred98
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RE: Workshop for the new guys

Post by Fred98 »

I see that objectives have points values. If I destroy an enemy unit does enemy unit have a points vale and does the unit's vale count in determining victory?
Meyer1
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RE: Workshop for the new guys

Post by Meyer1 »

ORIGINAL: Fred98

I see that objectives have points values. If I destroy an enemy unit does enemy unit have a points vale and does the unit's vale count in determining victory?
From the manual

15. Victory

Victory in the game is based on control of Objectives, Victory Point awards by event, and penalties for combat losses. If you control more Objective Points while taking fewer losses, and/ or more VP awards, than your opponent, you win. Otherwise, you lose. To some extent, losses and awards offset Objective Values. It is entirely possible that your losses and awards can completely negate any advantage for holding a particular chunk of real estate. Values for Objectives controlled, VP awards, and penalties for losses taken are tracked in the Victory pane of the Situation Briefing. This briefing pops up at the beginning of every Turn, so keep an eye on it.
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RE: Workshop for the new guys

Post by larryfulkerson »

ORIGINAL: Fred98
I see that objectives have points values. If I destroy an enemy unit does enemy unit have a points vale and does the unit's vale count in determining victory?
yes and yes.
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.
sanderz
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RE: Workshop for the new guys

Post by sanderz »



ORIGINAL: larryfulkerson
Image
And a little further to the south the Axis units are trying to find a Soviet unit and cuddle with it. The idea is to get the engagement penalty to work for us by getting adjacent to a Soviet unit and when it's his turn to move he has difficulty getting disengaged and pays a penalty for moving out of engagement. He gets shot at for one thing. So IF he does get disengaged he probably paid some MP's to escape and can't go far. I'm trying to stop the Soviets from getting away.

Thanks Larry - didn't realise that was a thing. Is there any penalty (either movement or fire) for you moving next to the enemy?


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larryfulkerson
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RE: Workshop for the new guys

Post by larryfulkerson »

Is there any penalty (either movement or fire) for you moving next to the enemy?
I believe there's a movement point penalty of 1 MP I think.
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: Workshop for the new guys

Post by larryfulkerson »

I've been moving units down south and the face of the war is changing. I'm running into more Soviet units and I'm
guessing they are trying to get a front line built by congregating themselves. On the other hand there's a lot of
independent units as well. The Soviets are backing up, sometimes being pushed back, and others are making a last
stand. There's much movement and fierce fighting.

EDIt: Yes, I'm using a new different color for the steel_cursor.png and it's making the siblings show up a lot
more. It's not much to look at but at least now I can find the siblings.

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RE: Workshop for the new guys

Post by larryfulkerson »

Attached below is the zipped up steel_cursor.png that I'm using. I would like to attribute the credit to the dude
that made it for us but I've completely forgotten his name. Thanks to the unknown gamer. May he prosper and be
well.

EDIT: Oh, yeah, I guess I should tell you what to do with this file. Just move it into your GraphicsOverRide
folder replacing the one that's there. And there may not be another one there, I didn't have one.
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RE: Workshop for the new guys

Post by larryfulkerson »

As you can see the rails are keeping up pretty well with the front lines. Despite not having any dedicated RR
engineers. Just the spare engineering units that have RR engineers in them. This expedites the combat by giving
a higher supply level at the front where it's needed. I'll show the supply levels here to illustrate what I mean.

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RE: Workshop for the new guys

Post by larryfulkerson »

I used the upper left button on the Maps tab to toggle over to the supply display and then hit the space bar one time
to turn all the units invisible and voila this is what it looks like. Ans you can see it's a lot higher than 10
which is just about as low a supply level as I'm comfortable operating at.

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marion61
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RE: Workshop for the new guys

Post by marion61 »

I'm glad you posted that new, brighter color for formations. That helps my poor old eyes a great deal! Thank You![8D]
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RE: Workshop for the new guys

Post by larryfulkerson »

ORIGINAL: marion61
I'm glad you posted that new, brighter color for formations. That helps my poor old eyes a great deal! Thank You![8D]
I did it for MY poor old eyes, but I'm glad you approve. There are others who are going to say that it's not STOCK
anymore and it looks garish and jaring but AT LEAST I CAN FIND THE SIBLINGS now. It makes a difference in my gameplay.
I waste a lot of time trying to find the gosh darn siblings.

EDIT: I almost posted it.

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RE: Workshop for the new guys

Post by larryfulkerson »

So I thought I'd take a look at the losses so far and in the dialog I've sorted on losses and from what I can tell the
losses are light but mounting. I'm losing more than I'm building per turn and that can't last long. I'll have to
watch my manpower levels. The number of units assigned is the number I want to monitor. I can't let the Army get too
weak or the Soviets will win.

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RE: Workshop for the new guys

Post by larryfulkerson »

I've been following the OOB moving units and now I'm back to the first unit in the OOB so I've moved eveybody and I'm
ready to review the battles and pull the trigger. This is my review of the battles and I see one battle that's taking
twice as long to execute but on the other hand the attacks are all within the two-rounds budget that I have set in
my head so I'm going to pull the trigger now.

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Sniper31
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RE: Workshop for the new guys

Post by Sniper31 »

Good stuff Larry...in this iteration, I learned, thanks to you, about the use of the space bar...super easy, incredibly helpful. Also, thanks for highlighting the important things to look at on the Inventory and Replacements report. It makes perfect sense once you pointed it out. Trying to soak in all the information from the forum here, the Manual, the Whats New document, and the tutorial videos and also testing out what I have learned by playing, it's a sometime slow learning process that your workshop is helping to expedite. I don't mind the learning curve by any means, it's just that there is a ton of information to soak in. All good stuff though :)
"I say again, expend ALL remaining in my perimeter!" - Platoon

"This is JB27, on target...fire for effect.." - Me
gids
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RE: Workshop for the new guys

Post by gids »

good job ,very nice AAR and thank you
FB jacky heusequin
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jzardos
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RE: Workshop for the new guys

Post by jzardos »

Silly question, but why are you playing the Barbarossa scenario (TOAW III?) and not Directive 21 (TOAW IV)?

Also, so do player have to manually fix rail lines with units or is it part auto and part manual like in WitE?


thank
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