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RE: Axis economics, 7/1/41
Posted: Sat Jan 17, 2009 8:40 pm
by Dali
Parameters soviet fighters:
(sorry my for very bad english)
I am playing experimental scenarious in 42-43 year,
Modern line soviet fighters Yak-1, 1 M, 7A, 7B, Lagg -3 and Mig 1-3 its good parameters,
no change (eventually very small change)
Send my quote (examply Me-109F versus Jak-1 or La-5 versus Me-109G) send you screens doghfight.
RE: Axis economics, 7/1/41
Posted: Sun Jan 18, 2009 12:05 am
by Commander Stormwolf
There is interest to have another campaign played ~ either War in Russia or War in Meditteranean
emails can be sent to
Stormwolf_15xl@hotmail.com
RE: Axis economics, 7/1/41
Posted: Sun Jan 18, 2009 1:43 pm
by HerzKaraya
Oil reserves are shrinking. Soviet bombardment from the first turn - no, I won't stop grumbling about that, that mod readme was there for a reason - may have cost me the game. The first 9 turns used 26,000 oil. This places life expectancy of german economy at, um, 31 day. Give or take a few hours.
As I said before, you cannot leave certain bases unprotected... you can divide your air units so you don´t have to leave a full Gruppe/JG as defense, just a 13 a/c unit - which will seriously maul any unescorted Soviet Bomber Raid.
Anyway, OIL will be increased too! [;)]
RE: ...
Posted: Sun Jan 18, 2009 1:55 pm
by HerzKaraya
ORIGINAL: Rysyonok
Soviet Baltic sea sneaks into Helsinki at night, bombarding the shore - and there are no flights.
So hundreds of Axis fighters stacked in Helsinki just hours prior in expectation of Soviet airforce never take off.
Soviet airforce does come, pulverizing 357 Axis planes on the ground.
So - this is it. Game's done.
Well, many things could have gone wrong...
a) how big was the service and runway damage at Helsinki before the air raid? 300+ a/c sitting on a destroyed base, not only have low morale and may not fly, but are sitting ducks.
b) how was the supply situation at helsinki, was it in red numbers?
c) believe it or not, but in pre-release test we found out that setting CAP at 60% usually rendered only 30% real strength in the air to repel a raid - don´t ask me why... a radar increases this by 10% at the most.
Your opponent hit you with two really ahistorical variants, strategic bombing of German cities on June 22nd and a "Finland-first" strategy... you sent ahistorically high number of JG to Finland... the beauty of PBEM....[:D]
RE: 3. Totenkopf TD: 6/22/41 to 7/1/41
Posted: Sun Jan 18, 2009 1:59 pm
by HerzKaraya
SS Totenkopf Note appearance of 12" mortars and PzIVe tanks. Speaking of tanks...
The 12cm Mortars are a mistery - don´t appear in database before 1/43 and none are in the unit to start with...
About the tanks - this will be fixed in AE:
as of now, LCU start with one TOE and can be set to have 1 different in the future (without date), so as Totenkopf gets PzIVe in 42, but there are some available in 41, they are sent to the front ASAP...
In AE, I think there will be a TOE feature like on the ships, lets say:
TOE 6/41
TOE 1/42
TOE 6/43
TOE 7/44
and the LCU will transition from one TOE to the other at a given date. Beautiful!
RE: Axis economics, 7/1/41
Posted: Sun Jan 18, 2009 3:57 pm
by HerzKaraya
Stormwolf,
I thank you for the suggestions, I´ll keeping track of all of them
RE: Fighters of German allies, 6/25/41: Hungary
Posted: Sun Jan 25, 2009 8:46 pm
by TheElf
ORIGINAL: Rysyonok
Hungary:
4 'Vadasz' groups, all flying Fiat CR32 (Hun). There are 54 reserve and 96 active planes. None are in replacement or production.
There are two more planes currently in reserve:
Fiat CR42 (Hun) - 36 in reserve, none are replaced or produced
and
Re2000 (Hun) - 3 in reserve, and Budapest is producing 17.
Re2000's production is going to upgrade as time goes:
in November 1942, to Bf-109F-4 (Hun)
and in June 1943, to Bf-109G-6 (Hun).
In the interest of an accurate Game experience, just want to bring to the attention of those who care that some of the Top Speeds of a random grouping of A/C are a bit off. I assume that all speeds in this mod are in nm/hr or knots. As they are in AE.
Bf-109F-4 --> ~600km/hr = 323 knots (not 388kt)
Bf-109G-2 --> ~700km/hr = 377 knots (not 414kt)
Bf-109G-6 --> ~621km/hr = 335 knots (not 386kt)
Not trying to ruin anyone's play experience, just pointing out data error that might affect gameplay in WitP. In AE these differences are much more telling.
RE: Fighters of German allies, 6/25/41: Hungary
Posted: Mon Jan 26, 2009 8:43 pm
by HerzKaraya
In the interest of an accurate Game experience, just want to bring to the attention of those who care that some of the Top Speeds of a random grouping of A/C are a bit off. I assume that all speeds in this mod are in nm/hr or knots. As they are in AE.
Bf-109F-4 --> ~600km/hr = 323 knots (not 388kt)
Bf-109G-2 --> ~700km/hr = 377 knots (not 414kt)
Bf-109G-6 --> ~621km/hr = 335 knots (not 386kt)
This data made it through from 12 o´clock high, checked my sources, you´re completely right!
Thank you for the correction.
EDIT: Absolutely ALL Aircraft Speed Data in the WiR Mod was in MPH, I´m switching everything to KT. So all speeds were 1,151 times too fast. The endurance has been increased by the same factor to correct for lower cruise speed.
RE: Fighters of German allies, 6/25/41: Hungary
Posted: Tue Jan 27, 2009 11:16 am
by Bogo Mil
If you want to make bombers more useful in land warfare (e.g. ground support), you can arm them with many small bombs. This will render them useless against warships, though.
You can also reduce the flak of the LCUs - either cut down their numbers, or create different AAA devices for divisions (very low accuracy) and base forces/AAA units (normal values). So the CAS missions could go at very low altitude to achieve something - without suffering excessive losses.
I think the Soviet air force should start the war at low morale, and the baseforces should have a big deficit in aviation support squads (but a good production rate). This would make such a large strategic bombing campaign in the first week impossible, but the VVS will become mighty soon if the Axis doesn't manage to destroy most of it within a few weeks.
RE: Fighters of German allies, 6/25/41: Hungary
Posted: Tue Jan 27, 2009 3:34 pm
by HerzKaraya
ORIGINAL: Bogo Mil
If you want to make bombers more useful in land warfare (e.g. ground support), you can arm them with many small bombs. This will render them useless against warships, though.
You can also reduce the flak of the LCUs - either cut down their numbers, or create different AAA devices for divisions (very low accuracy) and base forces/AAA units (normal values). So the CAS missions could go at very low altitude to achieve something - without suffering excessive losses.
I think the Soviet air force should start the war at low morale, and the baseforces should have a big deficit in aviation support squads (but a good production rate). This would make such a large strategic bombing campaign in the first week impossible, but the VVS will become mighty soon if the Axis doesn't manage to destroy most of it within a few weeks.
Thanks for the tips,
I followed your idea and rearmed all planes with smaller bombs except the float, patrol, K.Fl. and torpedo squadrons.
Hopefully that way more ground losses ensue after bombing - that was aviation´s primary mission on the EF anyway!
We have increased AAA values as losses were too low to atacking aircraft.
Soviet airforce started originally (1.1 tests) with low morale, but historically they didn´t have low morale - just poor training - so for 1.2 they had higher values. Until players started to bomb German cities with long-range bombers on June 22nd we didn´t even notice this aspect. Still deciding what to do... For the moment, much more FlaK, radar/spotters, better Flak, dispersed industry, the loss of element of surprise[;)]...will probably reduce this kind of bombings!
Game restart
Posted: Sun Feb 01, 2009 4:03 pm
by Rysyonok
Stormwolf has accepted Axis loss and agreed to a restart. We're using Stormwolf's adjustments to War in Russia, so this is unofficial 1.21a version. It includes some adjustments to plane stats and extra 50K oil in starting Axis stockpile. As far as I know, Dali is working on the official 1.3 version at the moment as well.
Priorities for this game:
- protection of infrastructure
- strong presence at Turku airfield (flying CAP over Helsinki from Turku would have save the heart-stopping last turn in the previous game).
6/22/41
Posted: Sun Feb 01, 2009 4:31 pm
by Rysyonok
One important house rule: there will be no airgroup withdrawal or disbanding this game.
The first turn was historical. A lot of combat, a lot of air-to-air action. Soviet troops are retreating all over.
Combat reports file evaporated from my PC even after re-running the combat save, so here's what I got:

Finnish Theatre, 6/23/41
Posted: Sun Feb 01, 2009 4:49 pm
by Rysyonok
I intend to engage in defensive war in Finland. The previous game has clearly showed Soviet potential to counterattack in the region, and I have to be wary of that. After the initial wave of combats, I intend to pull my divisions back, concentrating around Vyborg. As for airforce, it's been pulled back to Turku, with 3 squadrons of float planes and 1 squadron of fighters arriving from Germany.

Latvian Theatre, 6/23/41
Posted: Mon Feb 02, 2009 12:29 am
by Rysyonok
In this game it will be my priority to save Finland at all reasonable costs. One way to help my northern minor ally is to concentrate my airforce up north, ready to strike Soviet airfields which could be used to launch Helsinki-bound raids, and to eliminate Soviet Baltic fleet.
1817 planes have been concentrated in Memel-Tilsit-Koenigsberg triangle.

Axis economy, 6/23/41
Posted: Mon Feb 02, 2009 12:35 am
by Rysyonok
Previous game:
Current game:
Taking in consideration strategic losses during game 1, going from 1.2 to 1.21a meant extra 58 oil rigs and extra 55,000 tonns of oil. Not enough to waste, but definitely more helpful.