The non-combat loss values seem almost random, so those can be removed to save space.

Moderators: Joel Billings, elmo3, Sabre21
ORIGINAL: saintsup
ORIGINAL: Tarhunnas
There is a tendency for very deep defensive belts to be constructed by the Soviets as soon as the front is stable. The Soviets can do this because they have plenty of units to dig. This will tend to give things a WW1 feeling in 1942. It is notable that the defensive lines put up by a Soviet player will be far more extensive than those the Soviets are given at the start of the 1942 GC.
To limit the use of very deep defensive lines, I suggest some limit on how much fortifications can be built. There has to be a balance her, it should be possible to build Kusrk-like defensive belts, but OTOH we don't want the whole map to look like Kursk.
So, some alternative suggestions.
1. Limit fortifications to level 2 fortifications for hexes not adjacent to enemy hexes unless either within say 2 or 3 hexes from a city or in a hex with a FZ. This would still make it possible to build defensive lines, but it would take the expenditure of APs for the FZs.
2. Make it cost something to build fortifications. After all, it is more than just dug trenches, they require mines and barbed wire and concrete. Make it cost 1 AP for each level 3 or more fortification. Maybe not practicable, because you would need some kind of interface for the playe to control this.
I second the statement. I made a very good 41 against a PBEM noob (Leningrad + 4,5 M losses) and I'm facing a Kursk like front in summer 42 that I cannot break, including massing 4 Pz armies, all aerial support, all pioneers, ...
Not very sure about the solutions though ...
ORIGINAL: Joel Billings
ORIGINAL: saintsup
ORIGINAL: Tarhunnas
There is a tendency for very deep defensive belts to be constructed by the Soviets as soon as the front is stable. The Soviets can do this because they have plenty of units to dig. This will tend to give things a WW1 feeling in 1942. It is notable that the defensive lines put up by a Soviet player will be far more extensive than those the Soviets are given at the start of the 1942 GC.
To limit the use of very deep defensive lines, I suggest some limit on how much fortifications can be built. There has to be a balance her, it should be possible to build Kusrk-like defensive belts, but OTOH we don't want the whole map to look like Kursk.
So, some alternative suggestions.
1. Limit fortifications to level 2 fortifications for hexes not adjacent to enemy hexes unless either within say 2 or 3 hexes from a city or in a hex with a FZ. This would still make it possible to build defensive lines, but it would take the expenditure of APs for the FZs.
2. Make it cost something to build fortifications. After all, it is more than just dug trenches, they require mines and barbed wire and concrete. Make it cost 1 AP for each level 3 or more fortification. Maybe not practicable, because you would need some kind of interface for the playe to control this.
I second the statement. I made a very good 41 against a PBEM noob (Leningrad + 4,5 M losses) and I'm facing a Kursk like front in summer 42 that I cannot break, including massing 4 Pz armies, all aerial support, all pioneers, ...
Not very sure about the solutions though ...
What version was this game played with? 1.04 has lower fort building and many other changes.
ORIGINAL: Joel Billings
ORIGINAL: saintsup
ORIGINAL: Tarhunnas
There is a tendency for very deep defensive belts to be constructed by the Soviets as soon as the front is stable. The Soviets can do this because they have plenty of units to dig. This will tend to give things a WW1 feeling in 1942. It is notable that the defensive lines put up by a Soviet player will be far more extensive than those the Soviets are given at the start of the 1942 GC. (snip...)
What version was this game played with? 1.04 has lower fort building and many other changes.
ORIGINAL: Sabre21
ORIGINAL: Omat
Hello
I don`t know where to post this problem there for I post it her. In tech forum it seems the wrong froum because nobody reacted.
GC 1941-1945 the Italian "Autotransportabile IT Corps" don’t have a leader assign. Therefore never a leader can be assgigne to this corps...3 solutions:
- delete this corps from the GC 1941-1945 or
- assign a leader even if it not historically the right one or
- change the code. If this happen it should be possible to change the leader for free
Here are some pictures and a save where you see the problem:
tm.asp?m=2832703
Omat
I'll get it noted over on the tester forum.
ORIGINAL: Lieste
Surely better to make one up (with a suitable notation) rather than have no possibility of a commander? Assuming that no commander is a bad thing on average?
ORIGINAL: Lieste
I might have misunderstood, but Omat appears to say that the player cannot assign a commander, because it doesn't have a slot to fill???
ORIGINAL: Tarhunnas
Now I am a bit fed up with the casualty counter resetting at random times. It can be virtually impossible to get a picture of what your losses were during the enemy turn. I also suspect that the counter can reset if you save the game in the middle of a turn and then reload. Really, how hard can it be? Sorry, that didn't sound too constructive... But how about skipping that thing with showing losses during the enemy turn first and just have it like this? (The numbers are identical because I copied the columns, but they would of course be different in reality).
The non-combat loss values seem almost random, so those can be removed to save space.
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ORIGINAL: delatbabel
A recent rule change in 1.04.28:
4) Rule Change (section 7.5.4.1) – Static units may no longer use rail, naval or amphibious movement.
Please reverse this rule. It makes the 1942 and 1943 campaigns unplayable for the Soviets.
Either that or make it logistically possible to bring units out of static mode. Currently it costs approximately 2x the build cost of a mech, tank, or motorised unit to bring it out of static mode, so that the only option is to move the units around by rail. Preventing the static units being moved by rail basically paralyses the Soviet army.
I have to ask -- was this rule extensively playtested?
ORIGINAL: Sabre21
ORIGINAL: delatbabel
A recent rule change in 1.04.28:
4) Rule Change (section 7.5.4.1) – Static units may no longer use rail, naval or amphibious movement.
Please reverse this rule. It makes the 1942 and 1943 campaigns unplayable for the Soviets.
Either that or make it logistically possible to bring units out of static mode. Currently it costs approximately 2x the build cost of a mech, tank, or motorised unit to bring it out of static mode, so that the only option is to move the units around by rail. Preventing the static units being moved by rail basically paralyses the Soviet army.
I have to ask -- was this rule extensively playtested?
Part of the intent is to limit the Soviet capability. If they could too easily reactivate units or move them all over the battlefield, then the Axis couldn't possibly get even close to historical results. This also helps reduce the gamey ability to quickly move static units into the front of an Axis advance in hopes that any attack on them will kick them out of static mode for free.
ORIGINAL: Ketza
ORIGINAL: Sabre21
ORIGINAL: delatbabel
A recent rule change in 1.04.28:
4) Rule Change (section 7.5.4.1) – Static units may no longer use rail, naval or amphibious movement.
Please reverse this rule. It makes the 1942 and 1943 campaigns unplayable for the Soviets.
Either that or make it logistically possible to bring units out of static mode. Currently it costs approximately 2x the build cost of a mech, tank, or motorised unit to bring it out of static mode, so that the only option is to move the units around by rail. Preventing the static units being moved by rail basically paralyses the Soviet army.
I have to ask -- was this rule extensively playtested?
Part of the intent is to limit the Soviet capability. If they could too easily reactivate units or move them all over the battlefield, then the Axis couldn't possibly get even close to historical results. This also helps reduce the gamey ability to quickly move static units into the front of an Axis advance in hopes that any attack on them will kick them out of static mode for free.
When they get kicked out of static mode for free do they get trucks for free as well? I have had Soviet mech units knocked out of static and I have put them back into static and they reap trucks and APs all over again. Is this WAD?