Started a new gc41, Axis vs AI game.
Still on 1st turn.
* Default air missions. Looks like default air missions were changed again. This time, Soviet losses were much less than previous canned air missions; however, I did do some minor AC re-basing to better distribute and minimize AC airbase overloading. Did this make a difference? maybe.
(I don't really get too concerned about this as long as I can make up the difference in the subsequent movement ground-support operations...)
About 2/3 through the movement phase. Overall Soviet AC losses currently 4.2k. Soviet Pilots KIA - 1.8k.
* Starting Axis vehicles. WOW, that is a noticeable cut. I sense as the Axis, I am going to really feel this in the upcoming turns. Hopefully, this drastic change is based on some kind of historical context?
* CPP degration. Generally, to take advantage of 1st turn surprise/movement bonuses (and avoid delays), Axis tends to seek hasty attacks at greater than 10-to-1 odds. Obviously, given FoW, it is not uncommon to have odds resolved at much higher odds. At these combat odds, I can see a noticeably reduction in the amount of CPP degradation I previously, typically experienced. As a result, I anticipate that offensive operations will tend to have more momentum and be less brittle.
I currently enjoy this, but may be singing a different tune when it comes to the Soviet winter counter-offensive.
* Bug fixes?
- as far as company-level SUs, still not seeing them get the expected / required support assistance from higher HQs yet. Many running at 5/9, 7/9, etc... Maybe this will stabilize during upcoming logistic phase and be resolved by next turn?
- Theatre Box TOEs? Haven't really progressed far enough to see if this has been fixed, but will be keeping an eye on it.
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Overall, it looks good. But those starting vehicle pool cuts, going from 25k to 5k, ouch! A little concerned about that and will be keeping an eye on how that impacts the subsequent initial turns.