Page 2 of 2

RE: fixes please!

Posted: Mon Jan 09, 2017 1:52 pm
by mavraamides
ORIGINAL: dave123

Thinking about it. The garrisons could be automatic, but limited in that that could only move 1 hex from the city that spawned them.

Also user built garrisons should be static and cheaper.

It really makes no sense that I'm allowed to invade france and norway with garrisons. These were "neighborhood watch" type guys who never would have deployed and marched around occupied norway in the snow and with no supply, mom would not approve. ;)

I've remarked on this elsewhere. IMO garrisons by their very nature should not be able to engage in offensive operations including entering occupied territory.

RE: fixes please!

Posted: Mon Jan 09, 2017 1:58 pm
by churruca
The same should be applied to Partisans. They should fight only in their country and only in occupied territory.
Could be that half of Russians partisans have been deployed in the frontline and some times they finish fighting as a line unit next to other national units.

RE: fixes please!

Posted: Mon Jan 09, 2017 2:36 pm
by BillRunacre
ORIGINAL: churruca

ORIGINAL: Bill Runacre

Hi Gonzalo

Sounds good and yes, the USSR will offer terms so it will be up to you to decide whether or not to continue the fight or accept peace. The details are on the last page of the relevant Strategy Guide.

Regarding the USSR it was my idea, but I was referring to the whole war, I mean, a peace offer coming from the Western Allies.

It ends the whole war, it's not a separate peace with just the USSR. The same applies to the other decisions that can be presented when the Axis have made significant advances.

RE: fixes please!

Posted: Mon Jan 09, 2017 2:38 pm
by BillRunacre
ORIGINAL: churruca

The same should be applied to Partisans. They should fight only in their country and only in occupied territory.
Could be that half of Russians partisans have been deployed in the frontline and some times they finish fighting as a line unit next to other national units.

Partisans are restricted to operating in their own countries.

If they link up with friendly forces then they can receive limited upgrades and effectively fight in the front line, but they shouldn't be able to compete with decent, upgraded regular forces except in unusual circumstances.

RE: fixes please!

Posted: Sat Jan 14, 2017 12:25 pm
by churruca
Well, finally the Allies failed in liberating France after a furious naval battle (with poor assistance coming from the IA, at least from USA Navy). And after the destruction of all USA army in France and the capture of Stalingrad and Moscow, the war ended with Axis Major Victory.

The allied forces in UK were at the end only air units, one HQ and one Garrison. They had 20 air units of different types (really destructive against my troops in France, but not enough).
It's true that my next thoughts were to invade UK as the sea was mine.

RE: fixes please!

Posted: Wed Jan 18, 2017 7:52 am
by churruca
Bill, just to give you one minor "bug".
Yesterday I was playing with Allies and the AI with Germany. On the first turn of his France invasion attack, he captured Belgium but no hex in France, although the event "The Maginot Line was outflanked" was triggered. I don't remember if this event causes some variation in any country morale, but I think that it's clear that should not being happening.

Gonzalo

RE: fixes please!

Posted: Wed Jan 18, 2017 12:39 pm
by BillRunacre
Hi Gonzalo

Thinking about this, a German invasion of Belgium means that the Maginot Line has automatically been outflanked.

I understand that in this case the Event is happening before any German troops actually advance into France, but is that necessarily wrong?

Bill

RE: fixes please!

Posted: Wed Jan 18, 2017 12:59 pm
by churruca
Yes, the event is happening before any German troop had entered in France. As I know the Maginot Line extended from France border with Germany/Switzerland in the south and it covered the whole Alsacia until more or less the border with Luxemburg. So for me would be correct if the German troops pass into France around Luxemburg hexes.

I understand that this is a minor issue, and not important at all for me. I just wanted to talk with you about it to know your oppinion. [;)]

Gonzalo

RE: fixes please!

Posted: Tue Jan 24, 2017 10:28 am
by OxfordGuy3
ORIGINAL: dave123

Thinking about it. The garrisons could be automatic, but limited in that that could only move 1 hex from the city that spawned them.

Also user built garrisons should be static and cheaper.

It really makes no sense that I'm allowed to invade france and norway with garrisons. These were "neighborhood watch" type guys who never would have deployed and marched around occupied norway in the snow and with no supply, mom would not approve. ;)

Or could just limited Garrisons to only being allowed to move a maximum of one hex a turn, so would normally need to be operationally moved or transported by ship?

RE: fixes please!

Posted: Tue Jan 24, 2017 10:53 am
by Malor
Garrisons should not be allowed to move into enemy territory at all. They are not offensive units with staying power, they are units designed for local defense of a fixed location.

Garrisons should not have any offensive capabilities. They should not be allowed to attack a unit or if they are allowed to attack, the penalty for doing so should be huge. Even up to the point that they kill themselves in the attack. By definition a garrison is a unit with a mission to defend and should be equipped appropriately.

Malor

RE: fixes please!

Posted: Sat Jan 28, 2017 10:12 pm
by DerTroof
Playing Axis, 1939 scenario, default difficulty... After the first few turns the Soviets are able to field way too many fully upgraded units IMO, and also achieve these research upgrades too quickly. Combined with the unreasonable (and unrealistic) time it takes to eliminate surrounded pockets (discussed in another thread), I don't see how it's possible to achieve even the historical Barbarossa results. After a few plays, frustration has outbalanced the fun factor for me, and I'm going to play something else for a bit.

RE: fixes please!

Posted: Sun Jan 29, 2017 8:48 am
by OxfordGuy3
ORIGINAL: DerTroof

Playing Axis, 1939 scenario, default difficulty... After the first few turns the Soviets are able to field way too many fully upgraded units IMO, and also achieve these research upgrades too quickly. Combined with the unreasonable (and unrealistic) time it takes to eliminate surrounded pockets (discussed in another thread), I don't see how it's possible to achieve even the historical Barbarossa results. After a few plays, frustration has outbalanced the fun factor for me, and I'm going to play something else for a bit.

I agree that research is too quick and surrounded pockets should suffer more e.g. at zero supply losing one step per turn and all entrenchment, but units that can only trace supply to a pocketed city should also suffer more e.g. losing entrenchment at 1 a turn, but maybe to a minimum of 1, and should loose more effectiveness