1941 Barbarossa Campaign Update

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jpinard
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RE: 1941 Barbarossa Campaign Update

Post by jpinard »

After playing a lot of Barbarossa (none as Germans mind-you) I am starting to wonder if maybe there should be a couple more units added to the start. Germany had 7200 Artillery pieces that pounded the initial Russian lines. The absence of any artillery at the start of the campaign is odd (unless Germany gets a bunch in a script).

If the artillery starts in hex (192,80) there is a slight chance the German AI could even drag that down to Stalingrad. That early German artillery would most likely stay active through much of the game so balancing it would be delicate. I'd suggest the Ukrainian towns of Rowno and Tarnopol get full strength Corps or maybe even 5 Str Armies. If this was not enough to counteract the German artillery add a partial strength Russian Calvary division at hex (197,73) SW of Baranowicz. Since a large regiment of Russian Calvary were involved with the invasion of Poland this would make good sense.
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BillRunacre
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RE: 1941 Barbarossa Campaign Update

Post by BillRunacre »

ORIGINAL: Mithrilotter

Please note that HQ quality improves with Logistic's Tech. Logistic's Tech also decreases the cost to rail damaged units back to safety or to rail in reinforcements. Logistic's Tech also increases the HQ built limits.

Logistics tech is indeed very useful, but it is Command & Control that increases the HQ's command rating.
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rentee
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RE: 1941 Barbarossa Campaign Update

Post by rentee »

maybe as an extra penalty units that are destroyed when encircled should have to pay full cost to be rebuilt?
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BillRunacre
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RE: 1941 Barbarossa Campaign Update

Post by BillRunacre »

They will have to if they are destroyed at less than 5 supply. This is another good reason for encircling/cutting off enemy units in one turn, and destroying them the next.
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sPzAbt653
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RE: 1941 Barbarossa Campaign Update

Post by sPzAbt653 »

Not the same as your suggestion, but:

Ground and air units that were destroyed at supply 5 or higher are cheaper to buy back and will be ready in half the indicated time.
jpinard
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RE: 1941 Barbarossa Campaign Update

Post by jpinard »

ORIGINAL: Bill Runacre

They will have to if they are destroyed at less than 5 supply. This is another good reason for encircling/cutting off enemy units in one turn, and destroying them the next.

Now that I have a better understanding of supply I've been doing that a lot as the Russians march on Poland. They become very ineffective when circled, so patience is key to efficient destruction. Just like AI was doing to me [:'(]
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xwormwood
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RE: 1941 Barbarossa Campaign Update

Post by xwormwood »

In the initial message there is a reference about smashing of Kaiser Wilhelms forces.
Which did not happen for the Russians.
So here the question: is the message a translated original?
Otherwise I would recommend to remove the Wilhelm reference.

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zakblood
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RE: 1941 Barbarossa Campaign Update

Post by zakblood »

https://books.google.co.uk/books?id=MDL ... q=smashing of Kaiser Wilhelms forces&source=bl&ots=1-Yn9BH_gi&sig=aWWgUnzlZGOaiAag0gxahbB2XVs&hl=en&sa=X&ved=0ahUKEwiL1Iipkc7PAhVBXBoKHTEUAWcQ6AEINjAE#v=onepage&q=smashing%20of%20Kaiser%20Wilhelms%20forces&f=false
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xwormwood
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RE: 1941 Barbarossa Campaign Update

Post by xwormwood »

Ok, thanks for the link.
So Wilhelm was mentioned, even though not his title "Kaiser".
Personally I would prefer more of Stalins inspiring words instead of references to Napoleon or Wilhelm.


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xwormwood
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RE: 1941 Barbarossa Campaign Update

Post by xwormwood »

In my 1941 game against the Axis AI (xpr. lvl) I came to the conclusion that the AI is doomed to loose North Africa in Mid-1941.
I would like to suggest that the AI gets some reinforcements in North Africa if the Allies make some progress west of Tobruk.
I had no problems to finish of the Axis forces and would have loved to experience a german counter attack by Rommel once I had freed the Tobruk defenders.

On the other hand the AI parked the german CCs in and next to Brest harbor. Constantly. So I had no trouble to sink one of them (the one NOT in port). The AI should rest the CCs only in ports, not at high sea. At least not if the high sea is anywhere near North-Western France.
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BillRunacre
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RE: 1941 Barbarossa Campaign Update

Post by BillRunacre »

ORIGINAL: Xwormwood

Ok, thanks for the link.
So Wilhelm was mentioned, even though not his title "Kaiser".
Personally I would prefer more of Stalins inspiring words instead of references to Napoleon or Wilhelm.


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Hi Claus

The title of Kaiser is clearly mentioned in the link. Take another look. [:)]
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Mithrilotter
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RE: 1941 Barbarossa Campaign Update

Post by Mithrilotter »

Unfortunately, the Axis AI immediately operates out the DAK Fighter and Tactical Bomber. The DAK Tank begins in a vulnerable position. In my games, the DAK Tank is destroyed on the first turn. With the loss of that much DAK firepower, the DAK is doomed.

If possible, the AI needs to be adjusted, but Hubert says that is very hard to accomplish. Hubert already makes some of the best game AI in the business. Could perhaps those two units be marked as non-operatable instead? Maybe then they would stay and fight. Or would they just fly out anyway? Unfortunately, solving this issue might just be too hard for now.

I would like to see all DAK units, including Rommel, upgraded one experience level, to make them a little tougher and a little more combat effective. Besides, that matches the perceived legend better. I would like to see all Axis units in Libya begin the game at maximum entrenchment. That would help give them some at least temporary toughness.

I also feel that Anti-Tank Guns need to have their tank defense raised by one. They are still just to easy to destroy by tanks.

I would like to see the Malta supply restriction be progressive in nature. Have it be very weak from Tripoli to Benghazi and progressively stronger the further one goes East from Tobruk. This would make Axis attacks in the Tobruk area easier. It would also make it easier for the DAK to retreat and repair more successfully.

I would like to see Italy have Mobilization Tech and for their units in Libya to be motorized. Currently, their units can barely move in Africa. Maybe the Italian leaders didn't understand how to fully use motorized units, but Rommel, the overall Axis Commander, sure did.
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zakblood
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RE: 1941 Barbarossa Campaign Update

Post by zakblood »

this came as a surprise announcement yesterday [X(]



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EdwinP
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RE: 1941 Barbarossa Campaign Update

Post by EdwinP »

ORIGINAL: Xwormwood

In my 1941 game against the Axis AI (xpr. lvl) I came to the conclusion that the AI is doomed to loose North Africa in Mid-1941.
I would like to suggest that the AI gets some reinforcements in North Africa if the Allies make some progress west of Tobruk.
I had no problems to finish of the Axis forces and would have loved to experience a german counter attack by Rommel once I had freed the Tobruk defenders.

On the other hand the AI parked the german CCs in and next to Brest harbor. Constantly. So I had no trouble to sink one of them (the one NOT in port). The AI should rest the CCs only in ports, not at high sea. At least not if the high sea is anywhere near North-Western France.

I would like to see the Axis AI have a 35% of a North Africa focused campaign. This would include:

1. DECISION event to Annex Malta (I.e. German Paratroopers land on Malta) instead of Crete
2. Additional units for Germany in North Africa.

This would make it more challenging for the Allied player, as they could not be sure whether they are facing a normal or strengthened Axis force in North Africa.


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EdwinP
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RE: 1941 Barbarossa Campaign Update

Post by EdwinP »

ORIGINAL: Mithrilotter

Unfortunately, the Axis AI immediately operates out the DAK Fighter and Tactical Bomber.

I would like to see an air priority parameter added to offensive scripts or a new script for assigning air fleet priority by region (country).

Example: By Region it would be:
Offensive Script 1:

Additional lines:
AirFleets = 3,3 (Min Air Fleets, Max Air fleets)
Countries for Air Priority Offensive Condition - Assigned AI units are restricted to these countries until Offensive ends.
Country_ID= Libya
Country_ID= Egypt


Example: By Offensive Script it would be:

Offensive Script 1:

Additional Lines:
Airfleets = 3,4 (Min, Max)
AirPriority= 1st (1st Priorty) Air units are assigned to this script before being assigned to other scripts.


I would also like to see Guard scripts include an option to specify air fleets by type. This would go a long way towards stopping a D-Day invasion or faciliting an AI Sea Lion.



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xwormwood
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RE: 1941 Barbarossa Campaign Update

Post by xwormwood »

ORIGINAL: Bill Runacre


Hi Claus

The title of Kaiser is clearly mentioned in the link. Take another look. [:)]

You got me Bill, I stand corrected!
:)

Having said this, I would like to suggest to give the Axis AI a bit more units for the 1941 campaign.

In my game (xp. lvl, no exp, 1 tile FOW, +10% MPP) the Germans neither reached Leningrad, an barely Kiew, while I could destroy the Tobruk siege army. All in all the game would have been a bit more challenging if the Germans would be able to counter in Africa, and threaten the russians a tiny bit more during 1941.
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xwormwood
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RE: 1941 Barbarossa Campaign Update

Post by xwormwood »

ORIGINAL: EdwinP

ORIGINAL: Xwormwood

In my 1941 game against the Axis AI (xpr. lvl) I came to the conclusion that the AI is doomed to loose North Africa in Mid-1941.
I would like to suggest that the AI gets some reinforcements in North Africa if the Allies make some progress west of Tobruk.
I had no problems to finish of the Axis forces and would have loved to experience a german counter attack by Rommel once I had freed the Tobruk defenders.

On the other hand the AI parked the german CCs in and next to Brest harbor. Constantly. So I had no trouble to sink one of them (the one NOT in port). The AI should rest the CCs only in ports, not at high sea. At least not if the high sea is anywhere near North-Western France.

I would like to see the Axis AI have a 35% of a North Africa focused campaign. This would include:

1. DECISION event to Annex Malta (I.e. German Paratroopers land on Malta) instead of Crete
2. Additional units for Germany in North Africa.

This would make it more challenging for the Allied player, as they could not be sure whether they are facing a normal or strengthened Axis force in North Africa.

I like the idea of an Axis sneak attack on Malta. A DE to bomb the Allied AA gun to dust (for a price), with a german para unit in Sicilly to jump the next turn. Or a full scale invasion of Malta (2 tac airs, a med bomber, 2 fighters, Kesselring HQ, a para, an amphib, and the entire italian fleet to prepare and protect the operation would be great. Maybe it would be possible to give Malta itself such a bad supply, that the starting unit (strength 3, 4 or 5) wouldn't be able to get stronger than strenght 5. In this case the Allied player would be forced to move the unit to either reinforce it somewhere else, or to place a full strength unit there. Anyway he would decide, an Axis offensive would always remain quite dangerous to him
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EdwinP
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RE: 1941 Barbarossa Campaign Update

Post by EdwinP »

I wish that you have an AI script that could be used to force the stationing of Allied Air units in a specific location; i.e. a location in Sicily to support attacks on Malta, or Region; North Africa, until canceled (i.e. Axis Air in North Africa until Russian war readiness above 75% or more than X German Units in Poland). As a human player I can roll over the British defense in NA with Airpower. The AI; Allied or Axis, never commits enough airpower to North Africa to win quickly.

PS: I like how the UK AI has a 50% to evacuate the British force in France to Egypt.
Mithrilotter
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RE: 1941 Barbarossa Campaign Update

Post by Mithrilotter »

Unfortunately, the Axis AI immediately operates out the German Fighter and the German TAC Bomber. The DAK Tank is in a vulnerable position and is generally destroyed on the first turn of every game. Without those three units, the DAK is doomed.

Hubert says that it is hard to fix the AI operating out the aircraft. Hubert makes a really good AI. So this part is not likely to be solved soon.

I would however propose that all German DAK units, including Rommel, get an experience level and begin at maximum entrenchment. The extra experience better matches the historical legend. The entrenchments should help them survive better.

I would propose that Italy begins with Mobility Tech and that all of its units, including the Russian Expeditionary units, get a mobility upgrade. Italian units can barely move in North Africa either to attack or retreat. Although Italian leaders didn't seem to understand mobility, Rommel, the overall Axis Commander sure did. Italy had motorized units fighting during the earlier, Spanish Civil War. Giving all Italian units a free mobility upgrade will prevent the Italian AI from spending scarce MPP's on mobility upgrades. The fact that some Italian units might be a little too mobile really shouldn't harm the game balance.

I would propose that Anti-Tank Guns get a one point increase in their defense against Tank attacks. It is still currently just too easy for Tanks to destroy Anti-Tank Guns.

I would like to see the Malta supply restriction modified to be easier on the towns from Tripoli to Benghazi. Axis supply was hampered by three things, supply ships sunk, trucking supplies over long distances (from Tripoli) and harassment from Allied aircraft. Rommel was able to withdraw to El Agheila to rebuild. But currently, supply there is just as bad as other places.
Mithrilotter
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RE: 1941 Barbarossa Campaign Update

Post by Mithrilotter »

Duplicate posting.
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