Strategic Command WWII: World at War - v1.15.00

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BillRunacre
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Re: Strategic Command WWII: World at War - v1.15.00

Post by BillRunacre »

archmache wrote: Sat Oct 15, 2022 4:43 pm France surrendered in October but Yugoslavia is now axis 45% in 1942 and no decision event was made. Bc if allies said no to event then Yugoslavia would be axis.
Good point, it would have joined the Axis.

I've just looked again and noticed something, the #TRIGGER= 50 which means it only has a 50% chance of firing when its conditions are met. This must be it (unless London was in Axis hands in March 1941).

I will get this changed, I think it's a relic from when we had things working slightly differently and it will need to be amended to 100%. Apologies for not having noticed this sooner.

May I recommend that the Axis player declares war on Yugoslavia at some point soon?
archmache wrote: Sat Oct 15, 2022 4:43 pm Also second potential bug. South Africa surrounded to Japan but the South African HQ and units are still not surrendered? Is this supposed to be the case?
If they're outside South Africa when the country surrenders, then they will fight on as they are Free South Africans, in the same way that the Free French can fight on from exile.
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Jackmck
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Re: Strategic Command WWII: World at War - v1.15.00

Post by Jackmck »

I fear that these changes will imbalance the game against Russia. Already as Axis, the ability to use airpower in a winter, bad weather turned allowed me to capture Moscow in Dec 1942, leading to the USSR's surrender a year later.
At expert level, the USSR is doomed and the Allies will have to resort to unconventional, ahistorical and gamey moves to attempt to save her.

Some ideas for additional changes which will affect both sides in the long run but the Axis first thereby perhaps evening out the advantage:

Supply- Units in low supply < 5, should have a 50% reduction in movement points rather than only using one point. For a motorized tank unit with a supply of 1 to be able to move 5 hexes doesn't make sense.

Morale- Super national morale levels (above 100%) gradually drift back down to 100%. This is reflective of a war weariness in society even when matters are going well- also while it is the dream of politicians who have high approval ratings to sustain that forever, human nature is such that the good is forgotten while negative factors are considered- resulting in a drift back down from exceptional high levels.

The goal is to limit the ability of the Axis to adopt strategies that win by causing the USSR to surrender by 1943 no matter what the Allied player does. The airpower changes in this fix seriously reduce this limit, so there should be something to restore balance.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by Chernobyl »

Jackmck wrote: Mon Oct 31, 2022 9:31 pm I fear that these changes will imbalance the game against Russia

Supply- Units in low supply < 5, should have a 50% reduction in movement points rather than only using one point. For a motorized tank unit with a supply of 1 to be able to move 5 hexes doesn't make sense.
I think most people are in agreement that USSR could use some more love. There are certainly plenty of historical armies and other potential units that currently don't exist in the game which could be added for USSR.

The idea about low supply movement seems reasonable.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by EarlyDoors »

I would consider this

https://www.matrixgames.com/forums/view ... 2#p5047042

And also Japanese historical supply was notoriously / deliberately low
In and around Burma they never had more than 9 days worth of supply and targeted capturing enemy resources

Maybe they (and possibly also USSR and China) should have HQ strength restricted to 8 to accurately model that their logistics in enemy territory were weak.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by OldCrowBalthazor »

Running into the same issue with the USSR and Axis airpower in my current MP match. The Soviets usually get a break because of the weather. Not so now from Axis air.

I like the air/weather changes but I suspected this would be a problem..and it is.

Another thing..the weather in the USSR. While it's legit east of the Urals..I see (and have seen) good summer weather in the Moscow zone constantly...in every match in Nov and December. December! 🤔

I like Chernobyl's ideas of beefing up the Soviets with additional Armies at the very least...plus other types probably.
I'm currently in the same cycle described by the OP concerning not being able to research at all after Barbarossa.

I do know how the game mechanics work quite well and I generally don't complain...but well...here it is. 🙂
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Re: Strategic Command WWII: World at War - v1.15.00

Post by BillRunacre »

OldCrowBalthazor wrote: Thu Nov 03, 2022 12:40 am Running into the same issue with the USSR and Axis airpower in my current MP match. The Soviets usually get a break because of the weather. Not so now from Axis air.

I like the air/weather changes but I suspected this would be a problem..and it is.

Another thing..the weather in the USSR. While it's legit east of the Urals..I see (and have seen) good summer weather in the Moscow zone constantly...in every match in Nov and December. December! 🤔

I like Chernobyl's ideas of beefing up the Soviets with additional Armies at the very least...plus other types probably.
I'm currently in the same cycle described by the OP concerning not being able to research at all after Barbarossa.

I do know how the game mechanics work quite well and I generally don't complain...but well...here it is. 🙂
I'll take a look at that weather zone near Moscow.

It doesn't surprise me that now a wider audience are playing with the new weather changes that some modifications will be necessary. Chernobyl has come up with a good list of ideas that I've made a note of, and I've got a few thoughts too.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by petedalby »

I like many / most of the changes.

The main issue with planes flying in poor weather is that they appear to retain their full ability to reduce entrenchment levels and morale. This is a major problem, particularly for Russia & China who previously had some respite when it rained / snowed.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by OldCrowBalthazor »

petedalby wrote: Thu Nov 03, 2022 1:07 pm I like many / most of the changes.

The main issue with planes flying in poor weather is that they appear to retain their full ability to reduce entrenchment levels and morale. This is a major problem, particularly for Russia & China who previously had some respite when it rained / snowed.
Same here, like the air change except for that!
I wasn't sure if the full ability to detrench and demoralizing was retained as my opponent and I jumped right in to a match on patch day haha.

So yeah it may even out in the long run but early game the Allies take the brunt of Axis rampages from the air.
If the those features mentioned were eliminated...then this may be the fine tuning need for the new air mechanic. 🙂
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Re: Strategic Command WWII: World at War - v1.15.00

Post by EarlyDoors »

Planes have their action points reduced by rain
Maybe they should also have their ranges
  • intercept
  • escort
  • strike
halved as well

oh and also have their unit cost raised to highlight the fact they are now more valuable

interesting war fact alert: germany spent 5% of their war output on tank production
and 45% on aircraft production - who said the war was won in the east
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Re: Strategic Command WWII: World at War - v1.15.00

Post by Unfortunate Son »

EarlyDoors wrote: Thu Nov 03, 2022 10:13 pm Planes have their action points reduced by rain
Maybe they should also have their ranges
  • intercept
  • escort
  • strike
halved as well

oh and also have their unit cost raised to highlight the fact they are now more valuable

interesting war fact alert: germany spent 5% of their war output on tank production
and 45% on aircraft production - who said the war was won in the east
I think if its possible to change in this way is in all Rain/Snow weather air does not de-trench units and the affect on Strat & med bombers would be greater reduction in effectiveness more than half vs Tac bombers or fighters. Stormy weather from higher altitudes (wind) would have more of a negative effect.

Or Strat and med bombers go back to not being able to attack in bad weather due to the low cloud cover from the bad weather and only fighters and tac bombers can, but reduce all attacks by 50% with no de-trenchment.

That is an interesting fact alert.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by OldCrowBalthazor »

BillRunacre wrote: Thu Nov 03, 2022 9:39 am
I'll take a look at that weather zone near Moscow.

It doesn't surprise me that now a wider audience are playing with the new weather changes that some modifications will be necessary. Chernobyl has come up with a good list of ideas that I've made a note of, and I've got a few thoughts too.
Thanks Bill for considering maybe harsher weather for the Moscow weather zone. Also, I thought this post was in the WarRoom..silly me..but yeah saw Chernobyl's good list for Russia. Nice to see as Chernobyl had lots of good idea's when we were hashing out SC-WW1 notions. Good things came from that. 🙂

Link to WarRoom thread dealing with Russia: https://www.matrixgames.com/forums/view ... 2&t=389631
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Re: Strategic Command WWII: World at War - v1.15.00

Post by archmache »

I'm hesitant to buff USSR more.

Allies already has tons of buffs. Game should always be on the edge of a knife.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by petedalby »

Just had a most enjoyable game but got completely whipped as the Allies by Axis air power in Russia.

Because of the Luftwaffe's ability to fly in all weathers and the de-entrenchment and demoralisation bonuses my opponent didn't bother to buy a single German artillery piece. They used to be essential to dig out the Russians but not any more.

Hopefully something will change sooner rather than later.

Still loving the game but it's starting to feel a little imbalanced towards the Axis again.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by OldCrowBalthazor »

petedalby wrote: Tue Nov 29, 2022 5:33 pm Just had a most enjoyable game but got completely whipped as the Allies by Axis air power in Russia.

Because of the Luftwaffe's ability to fly in all weathers and the de-entrenchment and demoralisation bonuses my opponent didn't bother to buy a single German artillery piece. They used to be essential to dig out the Russians but not any more.

Hopefully something will change sooner rather than later.

Still loving the game but it's starting to feel a little imbalanced towards the Axis again.
Seeing the same thing. My opponent whom I play regularly is a huge artillery advocate. Not now. He's Axis and like I stated above in a previous post...the Soviets are getting pounded every turn by air..rain, snow and shine of course. He didn't buy or has deployed any artillery at all (except the DAK one). So what he has is a doom group of Tac Bombers. He can fully obliberate an entire Soviet Hvy Tank Corp with AA1 upgrade in rain! This has been going on turn after turn after turn..including both winters of 41/42 and 42/43.

Also..I know Bill mentioned taking a look at the Moscow weather zone. Well the southern reaches including the Stalingrad area and the Kuban need to be looked at also. The Moscow region weather for my Axis opponents turn was clear and then rain in Nov and Dec 1942. Clear across the south including the Stalingrad area and the entire Caucasus. My Dec turn I got mud in Dec 1942 in the Moscow region and clear in the south. I have seen this every match I have played in the last 2 years with WaW. Occasional mud in October...but usually clear. November can have petunias blossoming in Ryzhev. December...take a walk across Red Square...no jacket needed. Like president smoking Joe likes to say, "Come on man!"

I played a variety of East Front games basically continuously since the late 1970's. Weather is always sub-arctic and frigid from November on through at least March. Always.
Also I have traveled the region in the past..and I can attest that it's cold as hell there in the winter. It can kill you.

The biggest problem I am seeing is that aircraft still can detrench and demoralize fully even in rain or snow. Nothing is grounded.
This isn't 2022 with all-weather aircraft that can bomb down with GPS. Maybe with Strategic Bombers\Maritime Bmbrs they may fly with diminished effectiveness. Maybe. Also...Spotting. Again same argument. They get the full picture from what I can see even in storms at sea.

Anyways...this weather change has drastic consequences for the Soviets through the mid game first two winters. They get no breaks if the Germans applied and built Tac Bombers and researched them to Lvl 2, which is easy for the Axis player to have by early 1941. The Soviets would have to devote their very meager MMPs to researching AA from the get go. A savvy Axis player can very easily keep Soviet mobilization down till Barbarossa, hence Soviet planners will have difficulty to even achieve AA2 by 1941 unless something like Infantry tech, Production and Industrial tech are neglected.

Anyways I don't have a ready solution for this.
These are my observations concerning both this all-weather air operations mechanic...tied in to weather in the Soviet Union in winter. Even if the all-weather mechanic was modified to something more reasonable and realistic for the era...the mild winter weather situation in the USSR results in the same issues.

After my current match is done...I probably will hold off on playing another MP till this gets sorted out.
Rant over.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by kaigab »

The game is too unbalanced towards axis in the first years and also towards US later on.

In reality US DDay worked cause most of axis troops were busy trying to hold off Soviets from winter 42' on. SU outnumbered Axis 3:1 on eastarn fron from '43. US on the other side couldn't field a Red Army size force by far.

In this game it is the opposite. Allies have to rush to invade Europe or Russia is doomed while in reality, by '43 (no allied invasion on europe) it was already clear that Germany would have never been able to beat Russia and was already on the defensive. I have now played like 30 MP games (me as axis or allies), in NONE of them except 1 Axis didn't capture Moscow/Stalingrad/Caucasus by '43 (when Moscow is not taken it is only cause axis after stalingrad goes directly for perm and urals), which then leads to SU surrendering in '44. So basically...an event that in real war didn't happen (nor was even remotely possible) happens almost in every MP game except some real big mistakes from axis player.

This is maybe the ONLY game of ww2 i have ever played where Russia is constantly outnumbered by Axis for the whole game. It is a fun game but completely unhistorical frankly speaking.

I would greatly reduce Air operations during bad weather but also downtune air power overall...in this game is too effective. I would make it completely useless in forest/mountains/town/cities. In real war, bombing a unit entrenched in a city would have caused zero effect on the combact effectivness of the defender. Any city was taken after heavy combat of infantry units. In this game, you bomb a city with 2/3 air units and then it is a walk in a park.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by EarlyDoors »

kaigab wrote: Sun Dec 25, 2022 12:23 am The game is too unbalanced towards axis in the first years and also towards US later on.

In reality US DDay worked cause most of axis troops were busy trying to hold off Soviets from winter 42' on. SU outnumbered Axis 3:1 on eastarn fron from '43. US on the other side couldn't field a Red Army size force by far.

In this game it is the opposite. Allies have to rush to invade Europe or Russia is doomed while in reality, by '43 (no allied invasion on europe) it was already clear that Germany would have never been able to beat Russia and was already on the defensive. I have now played like 30 MP games (me as axis or allies), in NONE of them except 1 Axis didn't capture Moscow/Stalingrad/Caucasus by '43 (when Moscow is not taken it is only cause axis after stalingrad goes directly for perm and urals), which then leads to SU surrendering in '44. So basically...an event that in real war didn't happen (nor was even remotely possible) happens almost in every MP game except some real big mistakes from axis player.

This is maybe the ONLY game of ww2 i have ever played where Russia is constantly outnumbered by Axis for the whole game. It is a fun game but completely unhistorical frankly speaking.

I would greatly reduce Air operations during bad weather but also downtune air power overall...in this game is too effective. I would make it completely useless in forest/mountains/town/cities. In real war, bombing a unit entrenched in a city would have caused zero effect on the combact effectivness of the defender. Any city was taken after heavy combat of infantry units. In this game, you bomb a city with 2/3 air units and then it is a walk in a park.
I agree that the game is too unbalanced towards the Axis since planes could attack in all weathers
Just small changes can have big effects in this game. Personally I don’t like the National Morale step changes that happen at around 75% and ? 115%. In addition to all that has been said about Crushing AirPower, once the Axis have super morale, land units start smashing 5 strength points per turn in combat.
The decision to attack/repair planes in bad weather should have a larger risk element.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by kaigab »

EarlyDoors wrote: Sun Dec 25, 2022 8:19 am I agree that the game is too unbalanced towards the Axis since planes could attack in all weathers
Just small changes can have big effects in this game. Personally I don’t like the National Morale step changes that happen at around 75% and ? 115%. In addition to all that has been said about Crushing AirPower, once the Axis have super morale, land units start smashing 5 strength points per turn in combat.
The decision to attack/repair planes in bad weather should have a larger risk element.
Agreed. Maybe just tuning air weather in Russia (in many games you get too many good weather turns in winter in Russia) and make really uneffective air power during bad weather would be a small step to see how games play out and give Russia some rest.

I still think air attacks on Units in Forest/Cities/Mountains should be completely uneffective. This would help Russia/China hold or at least force attacker to bring artillery or encircle the units (and so a slower pace). And it would also help German to hold against allies in 44.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by rspilky »

Hello, I'm a first time poster here and fairly new to SC WWII World at War game. Not sure if this is the right place to post these questions or not but I'm doing so hoping for some help and guidance from those more knowledgeable. Here are my questions:
1) Page 201 of the SC WWII: World at War manual indicates that Production and Resource costs increase by 10% for the Anti-Aircraft Defense upgrade, but the game itself (v1.15) seems to be charging only 5% for this. Should the manual be updated to say 5% for this cost?
2) Page 205 of the SC WWII: World at War manual indicates that each level of Production Technology research will decrease unit costs and manual upgrades by 5%. However, the game itself (v1.15) seems to decrease the cost of new units and replacements by 5% for each level of Production Technology, but not the costs associated with upgrades. Should the manual be updated to indicate this?
3) Page 76 of the SC WWII: World at War manual indicates that to be able to Operate, land units must be on or adjacent to a railroad that is linked to at least one resource with a strength of at least 5. However, it seems that in the game (v1.15), the “adjacency” threshold does not seem to be sufficient and consequently the unit needs to be ON the railroad hex in order to Operate. Should the manual be updated to indicate this?
4) Can you operate a unit through an enemy ZOC? The SC WWII: World at War manual doesn’t say one way or another as far as I can tell.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by BillRunacre »

Hi

I'll take a look at 1-3, thanks for posting them.

On 4, providing the railway line is in friendly hands, then you will be able to operate along that route. So it's not so much ZOC in this instance as possession of the hex that will be the determining factor here.
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Re: Strategic Command WWII: World at War - v1.15.00

Post by Chernobyl »

Is there a new patch upcoming soon? Somehow I sense it. No pressure just wondering if I should start playing around with my mod now or wait.
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