I don't have much time for play (I saw you asking for opponents who could do 3 turns a day ... how can you do that?!), wish I had time to try this but not now.
Well frankly I can hardly make more then turn per day now. Opponents are more and more experienced, and playing turn in anything but perfect conditions to concentrate would be too uncautious [:D] But I usually manage to make turn-per-day in multiple games in parallel. Actually, experience from playing so many opponents is what led me to make this mod.
Aren't all small (ocean encircled) islands "rough terrain" in the standard setup? I considered that a small beni to compensate for the lack of places to retreat to and representing the problems with landing huge numbers of troops in a small area.
Most of them are indeed rough. But this hasn't come up as problem, perhaps because Japanese player does not have units to spare, to abuse the lack of overstacking rules. Gibraltar and Malta could (and are) easily overstacked which IMO creates problems.
ORIGINAL: Oleg Mastruko
- Removed armor from USSR heavy bombers, added armor to USSR tactical bombers. Soviet tactical bombers Il-2 Sturmovik were heavily armored and known as "flying tanks". In fact I wanted to remove armor from all Allied bombers, maybe compensate by adding durability, but decided the game works OK as it is, and left the armor on heavies (except Soviet heavies, as explained).
I suppose it's not the place for the discussion, but what bugs me the most about the air situation is that it is uneven amongst the nationalities. The Axis has an insurmountable disadvantage in heavy bombers. Were the Germans really technically incapable of developing bombers as durable/armored as the WAllies, even if they poured research into it? I'd rather see the differences be things that can be equalized with research, which seems both more realistic and more fun.
Armor attribute, and durability, are not researchable. They are pre-set (and usually set the same for all sides with notable exception of heavy bombers). Evasion is researchable. So, what can we do to give the Allies the advantage, and make Germans capable of catching up? Not much I am afraid.
We could raise the evasion factor for Allies, so that Germans can catch up on them, but frankly it seems silly to me. Allied heavies certainly were not great at "evasion". So, after some thinking I came to regard the original decision to apply armor to Allied heavies to represent inherent changes in design and "philosophy" and decided to leave it be.
Any suggestions and ideas will be appreciated.
ORIGINAL: Oleg Mastruko
- Added transport link Alaska-Vladivostok.
That seems like an uninterruptable chain (w/o Jap/WA war) that can funnel an awful lot of supplies ...
It's not uninterruptible - Japanese can break it easy, only they will be in war with USSR then [:D] And, supplies delivered via this link will have to sit for one turn in Kamchatka as explained in some posts above.
Hey, it is a sad fact of life (sad for Axis that is [8|]) that Russians DID have this, "uninterruptable chain that can funnel an awful lot of supplies" in real war. Prior to Raw Deal Axis had it very easy in USSR. I think Raw Deal models the Russian Bear much more realistically.
O.

So you can be sure this mod is going to be thoroughly documented, argumented, and explained. And of course - open to discussion...



