Leningrad version 3.0

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matt.buttsworth
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Leningrad version 3.0

Post by matt.buttsworth »

In version 3.0 it is possible to cut off Leningrad supply simply by capturing square 44.6 Northwest of Tivkhin. This was not the case in version 1.0 where squares 43.4, 44.4 had to be captured between Lake Lagoda and the Murmansk railway.
Is this change intentional? It makes Leningrad much harder to defend - I just annoyingly lost it as I did not know about the change - and a much more possible target for the Germans.
Mist
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Post by Mist »

Only 44,6 and 41,6 seem to be important. BTW, isn't 43,4 sea hex?
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by Matthew Buttsworth:
In version 3.0 it is possible to cut off Leningrad supply simply by capturing square 44.6 Northwest of Tivkhin. This was not the case in version 1.0 where squares 43.4, 44.4 had to be captured between Lake Lagoda and the Murmansk railway.

No, 44,4 was never a requirement, and 43,4 is a sea square. 41,6 or 44,6 is needed to cut off supply to Leningrad. You don't have to have both, just one will do. If you get 44,6 then Leningrad *and* 41,6 are isolated.
RickyB
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Post by RickyB »

Originally posted by Ed Cogburn:
No, 44,4 was never a requirement, and 43,4 is a sea square. 41,6 or 44,6 is needed to cut off supply to Leningrad. You don't have to have both, just one will do. If you get 44,6 then Leningrad *and* 41,6 are isolated.
This is in the manual and has always worked that way. Sometimes it is a problem for the AI also, as it does not seem to care about 41,6. If I remember right, I rearranged the Soviets in the 42 and 43 campaigns to make sure 41,6 starts out with a unit holding it or the Germans could take it first turn. Could be wrong though.
Rick Bancroft
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Ed Cogburn
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Post by Ed Cogburn »

Originally posted by RickyB:

This is in the manual and has always worked that way. Sometimes it is a problem for the AI also, as it does not seem to care about 41,6. If I remember right, I rearranged the Soviets in the 42 and 43 campaigns to make sure 41,6 starts out with a unit holding it or the Germans could take it first turn. Could be wrong though.

You're not wrong, I've seen the AI leave 41,6 empty, with German panzers within range. Making a unit start there doesn't guaranttee the AI won't move it the next turn either.
RickyB
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Post by RickyB »

Originally posted by Ed Cogburn:
You're not wrong, I've seen the AI leave 41,6 empty, with German panzers within range. Making a unit start there doesn't guaranttee the AI won't move it the next turn either.
For the 1942 and 1943 scenarios, though, Leningrad is surrounded and adding a unit in that hex fills up all available hexes around Leningrad. Without cheating or removing the unit completely, it can't move this unit and keeps it garrisoned. At least in my testing it will typically leave this unit alone, but I haven't played a scenario long term with the AI for Soviets to see what it would do over an extended period. It is an AI weakness for sure.
Rick Bancroft
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