Buzz's Fite Mod

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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larryfulkerson
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RE: Buzz's Fite Mod

Post by larryfulkerson »

ORIGINAL: cantona
ive tried all the above and it doesnt work.
one folder named FITE modded 4b in graphics folder
one folder named FITE modded 4b in scen folder with scen file

and i still get the playing with wrong .eqp file

So um.........is the equipment file named the same as the folders and the scenario?
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cantona
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RE: Buzz's Fite Mod

Post by cantona »

yep larry, each folder is named FITE modded 4b. eqp file in that folger in graphics, scen in same named folder in scen file. do spaces count in the file names though? i have no spaces in the file names but i do in the folder names
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cantona
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RE: Buzz's Fite Mod

Post by cantona »

got it to work finally, was the spaces. dnt know about the others but the fact tha we have national rifle squads, to mt, makes the game have more of a 'real' feel to it
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Karri
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RE: Buzz's Fite Mod

Post by Karri »

Regarding FitE, the Gulf of Finland needs something to be done. Historically the area was heavily minded, and not until 1946 were Finnish and Russians able to open a route out from Lenignrad, so it is quite stupid that finnish navy has no acces there.
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RE: Buzz's Fite Mod

Post by SMK-at-work »

I agree - possession of both shores of the Gulf gave the Axis complete control - the Baltic fleet lost an enormous number of submarines trying to get out to attack Axis shipping due to minefields and light ship patrols, and achieved very little in return.

Probably a house rule is in order once the Axis controls Tallinin that the Soviet ships cannot move further west than their land based front lines, and even after those lines have moved back West they should be limited to that part of the gulf that was always "behind" the lines or the single sea zone that Leningrad is in - whichever is the larger (so it may vary between games if the Germans do not advance as far along the south coast of the Gulf of Finland)
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Zort
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RE: Buzz's Fite Mod

Post by Zort »

So you want to play with that house rule now? I will not send the tripiz into the gulf (I wonder how it got there anyhow).
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RE: Buzz's Fite Mod

Post by Zort »

There's one other thing about finland and lend lease. Someone can tell me if the rail line between Murmansk and south was ever cut for more then a short period of time. As it is now the soviets don't lose the lend lease from murmansk (yes they go thru archangel probably) but it would have increased the delay time I think. Any thoughts out there?

I can see why designers leave it out of their games. If we really wanted to do it right there would be a limited number of divs from both sides up there due to weather and supplies.
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RE: Buzz's Fite Mod

Post by SMK-at-work »

Archangel was icebound for part of the year IIRC, so supplies went through Murmansk during that time and yes they had to be shipped by rail or flown from there - some LL supplies were used in the imemdiate vicinity, such as Hurricanes.  Aircraft could be assembled and then flown out. 

I think I've read that it took another 2-3 days to get to Archangel but it was considered safer as it was out of range of LW a/c in Norway & was a better port.

the Brits didn't send much in the way of strategic materials via that route AFAIK - mostly weapons, clothing and food.  All the really important stuff like steel, aluminium, petrol, US trucks and explosives came via Vladivostok and Persia. 

IIRC the Finns didn't even try to cut the rail line as part of their general limitation of the war....unlike some people!! [;)]
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Curtis Lemay
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RE: Buzz's Fite Mod

Post by Curtis Lemay »

ORIGINAL: SMK-at-work

Archangel was icebound for part of the year IIRC, so supplies went through Murmansk during that time and yes they had to be shipped by rail or flown from there - some LL supplies were used in the imemdiate vicinity, such as Hurricanes.  Aircraft could be assembled and then flown out. 

As I understand it, Archangel could be kept open year-round using icebreakers.
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RE: Buzz's Fite Mod

Post by Zort »

MOD 5
1. Change German static status of all formations to fixed. (to prevent early activation by soviet movement next to axis unit)
2. Change Soviet shock to 95 for 41/42, 98 for 43, 100 for 44, 105 for 45. (This might change to 95/41, 98/42, 100/43, 105/44-45)
3. Removed 1 German BB (Tripetz) and 2 Sov BB's (Murmansk and Archangel).
4. Removed shallow water sea zones for Odessa and Finland. Allows Soviets to transfer to/from Odessa and Germans to send a div to Finland without having to capture the islands north of Riga.
5. Removed two Sov MP units near Murmansk.
These are being discussed;
(6. Reduce Soviet increase to winter supply, not sure to what yet)
(7. Increase of German heavy rifle squads)
(8. Change color of German HQ's so they don't support other formations as easily) (they are currently on force support)
We have several events we are talking about but am going to wait since they are fluff.
There are several new house rules that we are discussing, A. All Soviet units in Poland and Lithuania have to stay in those countries and B. Sea invasions are limited to a certain range or from a certain type port.

MOD 4b
1. Have a theater option for Finland to enter the war before turn 6.
2. Changed the Soviet rifle squads to 35k available.
3. Changed the Soviet rifle squad base replacement rate to 3000 vice 3425.
4. (left blank)
5. Changed Soviet rail recovery to 6000 on turn 6. Added Soviet rail recovery to 9000 on turn 9.
6. Changed Soviet rail recovery to 12000 on turn 13.
7. Changed Soviet shock recovery to go to 95 on turn 3 then 100 on turn 7.
8. Changed the German heavy rifle squads for available to 1361 vice 361.
9. Corrected one coastal garrison to arrive at the correct location.
10. Corrected some spelling errors and changed Russian to Soviet in most cases in the events.
11. Placed most of the Soviet frontier army to activate on turn 2. Some formations behind the front lines won't be activated till turn 2 or 3.
12. Changed FW190 (early) and (late) entries (reversed current entry production turns)
13. Changed number of Mig-1’s to 50 on hand.
14. Changed Lagg-3 end date to turn 205.
15. German units in northern Finland can move and attack on turn 1.
16. Replaced the 150mm gun with the 150mm light gun in all German and Finnish inf regts.
17. Added 150mm light gun to replacement pool, reduced 150mm gun and 105mm how replacement numbers.
18. Added separate rifle squads for the Axis allies (Finland, Hungary, Italy and Romania). Reduced German replacement pool numbers and added to the allies numbers.
19. Added separate heavy rifle squads for the Spanish Blau Div. Reduced German pool accordingly.
20. Added rail to hex 228,106, next to Gorky so if Sov rail art reconstitutes there it can move.
21. All Soviet Forts in the Fort Regions formation activate on turn 2.
22. Changed Soviet production: 200% on turn 48, 150% on turn 78.
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RE: Buzz's Fite Mod

Post by SMK-at-work »

Buz & I have had some discussion about most of these so I'll post my thinking here too.
 
Ref item 3 - the 2 Soviet Battleships - I didnt' ralise there was a Sov battleship Murmansk??  Archangel (Archangelsk) was the ex-HMS Royal Sovereign given to the Sov's in august 1944 in lieu of their "share" of the Italian fleet taken as war booty in 1943.  It was returned grudgingly in 1949, in a considerable mess according to 1 source I have.  It never did anything and I suggested it be deleted.
 
Shallow sea zones (item 4) - I favour removing them all, with a couple of exceptions - Leningrad/Krondstadt could usefully remain IMO - with a house rule that Sov naval units cannot enter the Gulf of Finland once Tallinin is taken, representing the myriad minefields and otehr obstacles that teh Axis put there and which weren't cleard until after the war.  And secondly the Sea of Azov - AFAIK it was shallow and heavy units never operated there - the Italians bought in some craft and formed a flotilla but htey weer all very small and not worth putting in the game.
 
A possible alternative for he Baltic Fleet is to create a new naval unit type that has no movement - essentially a fort, and put it on Krondstadt representing the fortifications and guns there, as well as the stationary ships of the fleet.
 
Item 5 - not sure what the problem is with 2 Sov MP units near Murmansk?
 
Item 6 - I suggested that Soviet supply should decrease slightly in Winter 1941 - perhaps -5.  they had their problems too, but they weer operating closer to base.  I read recently of Zhukov (I think) complaining that he had only received small %'s of his required arty ammo requirements in Jan and Feb of 1942 outside Moscow.
 
Item 8 - German divisional artillery was often tied directly to its regiments and not able to support other regimetns fo the same division - having divisions give free support to each other is not reflective of this.  It was still more flexible than Sov arty was tho!
 
the 2 house rules
A - soviet doctrine in 1941 was to counterattack - so ahving Sov unitsin hte border zone try to run away is anachronistic - hence a house rule that they cannot move further from teh border than they are unles it is to attack an axis unit.
 
B - without sea zones naval landings become too easy, so a distance limit from the port of embarkation sems a simple means of limiting them.  also possibly limiting naval invasions to be launched only from major ports (ie those with 2 or more port hexes) - smaller ports can only be used to ship troops too and from your own areas.
 
C- a suggestion I made that I think Buz liked but which he didn't include above - limit sealift capacity in each theatre for both sides.
 
Sov's - max 1000 in Arctic, 2000 in Baltic, 2000 in Balck sea (total 5000).  Baltic reduces 1000 with loss of Riga, 1000 with loss of Tallinin (events reduce total by 2000)
 
Black Sea - 2000 reduces by 500 with loss of Odessa, 1000 with loss of Sevastopol, 500 with loss of a port who's name I dont' recall - half way from Novorossisk to Turkey where the Fleet ended up beign based after Novorossisk fell.
 
Arctic - 1000, 500 each Murmansk and Archangel.
 
Axis - 0 in the arctic.  dunno how much in the Baltic, but 500 in the Black Sea, increasing 500 when Sevastopol is captured and lose it again when recaptured, and lose 500 for Odessa also on the basis that they don't need it after that.
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Zort
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RE: Buzz's Fite Mod

Post by Zort »

ORIGINAL: SMK-at-work

C- a suggestion I made that I think Buz liked but which he didn't include above - limit sealift capacity in each theatre for both sides.

Sov's - max 1000 in Arctic, 2000 in Baltic, 2000 in Balck sea (total 5000).  Baltic reduces 1000 with loss of Riga, 1000 with loss of Tallinin (events reduce total by 2000)

Black Sea - 2000 reduces by 500 with loss of Odessa, 1000 with loss of Sevastopol, 500 with loss of a port who's name I dont' recall - half way from Novorossisk to Turkey where the Fleet ended up beign based after Novorossisk fell.

Arctic - 1000, 500 each Murmansk and Archangel.

Axis - 0 in the arctic.  dunno how much in the Baltic, but 500 in the Black Sea, increasing 500 when Sevastopol is captured and lose it again when recaptured, and lose 500 for Odessa also on the basis that they don't need it after that.


Good idea, I forgot to mention it, needs events. I think the Germans should be able to transport the Mtn div from Narvik when it comes in.
Item 5 - not sure what the problem is with 2 Sov MP units near Murmansk?

Just wanted to prevent the ants from invading northern Finland, I could just take all their trucks away but they aren't that great a loss to the Sovs.

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RE: Buzz's Fite Mod

Post by SMK-at-work »

How did the Mtn division actually get from Narvik?  Was it by sea?  If so give them an event-driven-once-only boost to naval transport to enable it when the division arrives?
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Zort
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RE: Buzz's Fite Mod

Post by Zort »

The events don't allow me to just reduce the sea transport by a set amount, forces me to set a new total. So unless I am missing something we will have to go with a house rule on sea transport.

As for the MP guys, I am just going to move them back so they aren't on the border.
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RE: Buzz's Fite Mod

Post by SMK-at-work »

bummer - yeah it would take a lot of events to figure out all the possible combinations of lost cities....[;)]'
 
One more for the list for TOAW 4....
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Veers
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RE: Buzz's Fite Mod

Post by Veers »

ORIGINAL: SMK-at-work
One more for the list for TOAW 4....
Or, hopefully, T3.
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cjwid
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RE: Buzz's Fite Mod

Post by cjwid »

Hi!

Where can I found the latest modified FTIE scenario?

I belive that there is some very good/nesceisery modifications to the very good FTIE.

/Carl-Johan
Zort
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RE: Buzz's Fite Mod

Post by Zort »

Guys, SMK and I finished tweaking the changes to the mod. What really needs to be done is work on the equipment file to add new stuff but I am just too lazy to do that right now. SMK did lots of research, talked to the designers and found out lots of interesting things. Hats off to the original crew who put this scenario together. If they had had an eqp editor and 4000 possible units for the soviets it really would have been neater. My hope is that this time the events don't mess up, they shouldn't since I left them basically alone (now I said that before....). Thanks to SMK for all his research and ideas, hope all the things we did don't take away from the enjoyment of playing this scenario.

Think next time I will put in a theater option allowing increased German tank production!! [;)]
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Telumar
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RE: Buzz's Fite Mod

Post by Telumar »

So, is a new version available or are you (SMK-at-work) still working on the equipment?
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RE: Buzz's Fite Mod

Post by Zort »

It's available and I sent it to those who have asked for it.
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