Page 19 of 42

RE: Game Suggestions:

Posted: Thu Jul 28, 2011 6:36 am
by Tarhunnas
ORIGINAL: 76mm

One thing is starting to drive me crazy: let's say I attack an enemy unit and force it to retreat. I then want to move a stack of three units into the newly-vacated hex, and the units have different CVs (lets say 14, 12, 10).

Very very very often, I cannot simply move the stack into the hex: I have to move the unit with 14 MP first. It's presence then allows the unit with 12 MPs to move into the hex, but not the unit with 10 MPs. Once the units with 14 and 12 MPs have both moved into the hex, then the unit with 10 MPs can also move in. So I can move the whole stack, but only one at a time, but takes a long time. Why not just allow the stack to move in from the beginning?

Good point! I am annoyed about this too. I have a suspicion it might have to do with the units having different morale and thus paying different costs for entering a hex previously in enemy control. Still, as all units have the MPs to enter the hex, they ought to be able to do it as a stack.

RE: Game Suggestions:

Posted: Thu Jul 28, 2011 11:08 am
by Pawlock
Something in the game I think works quite well, but I think it could be made better in the future is "Recon". As it stands now the maximum DL that can be achieved for non air units away from the frontline is 4. Perhaps make a facility where you could do 2 types of Recon, ie normal and low level. Normal as it is now, but low level gives a better chance of detecting and say raising the DL to 7 at perhaps a cost of highter interception and AA loss rates.

RE: Game Suggestions:

Posted: Thu Jul 28, 2011 1:20 pm
by 76mm
I find recon rather problematic for several reasons:

1) Why is it that only recon planes can fly recon missions? While I understand that you don't want to allow entire air fleets to fly recon missions, it seems odd that all fo the other thousands of aircraft can't see anything. As Soviet player, I've had many turns where I've gotten ZERO recon flights in particular areas, and I have no idea why.

2) Again, as Sov player I'm rather surprised how often I have virtually no idea where entire panzer armies are, despite doing as much recon as I possibly can. You would think that reporting the locations of panzer and mechanized units would be a rather high priority taks for partisans, so maybe such units within a few hexes of a partisan unit should be detected. This would also give greater incentive to develop (for Sovs) and squash (for Germsns) partisan forces.

RE: Game Suggestions:

Posted: Thu Jul 28, 2011 2:04 pm
by marcpennington
ORIGINAL: 76mm

I find recon rather problematic for several reasons:

1) Why is it that only recon planes can fly recon missions? While I understand that you don't want to allow entire air fleets to fly recon missions, it seems odd that all fo the other thousands of aircraft can't see anything. As Soviet player, I've had many turns where I've gotten ZERO recon flights in particular areas, and I have no idea why.

2) Again, as Sov player I'm rather surprised how often I have virtually no idea where entire panzer armies are, despite doing as much recon as I possibly can. You would think that reporting the locations of panzer and mechanized units would be a rather high priority taks for partisans, so maybe such units within a few hexes of a partisan unit should be detected. This would also give greater incentive to develop (for Sovs) and squash (for Germsns) partisan forces.

I agree with the problems on recon. One additional issue I have is that recon seems far too strong for behind the front lines, particularly as far as the Germans go. Historically throughout the war (but particularly in 1941), the Germans rarely had an idea when and where (or for that matter that they even existed) the Soviet reserve formations would appear--- Glantz's Barborossa Derailed has good examples of this. My sense is that recon is far too strong for anything 3-4 hexes beyond the front line, giving the Germans an ahistorical strategic advantage in 1941---- you may not be able to tell exactly which specific divisions are there, but one can tell by the mass of counters where the Soviet armies are and where their next line of defense is going to be, leading to little chance of unwelcome surprises for one's panzers.

I think the Soviets should get an advantage in long range recon, particularly after 1941, tied to both partisans and far better strategic level intelligence then the Germans ever had (Gehlen's apologias aside). Even in 1941, it's striking how detailed the Soviet knowledge of the German OOB was, as evidenced again in the summarized daily reports in Glantz's Battle of Smolensk book, which repeatedly show fairly accurate information down to a divisional level or below, and a good and timely sense of the movement of German reserves.

RE: Game Suggestions:

Posted: Thu Jul 28, 2011 2:36 pm
by Monter_Trismegistos
Ability to put all Fortified Regions on bottom of stacks...

RE: Game Suggestions:

Posted: Fri Jul 29, 2011 2:03 am
by wpurdom
Purely chrome - would like to be able to rename Fronts.

RE: Game Suggestions:

Posted: Fri Jul 29, 2011 9:29 pm
by dasboot1960
umm. look at opart iii for inspiration? shade the relevant hexes or ring them? My toe is just now wet with this game...

RE: Game Suggestions:

Posted: Sun Jul 31, 2011 8:50 pm
by Der Lwe
I would like some kind of "winterezition" rule. If you can motorize your units temporarily, why cant you train some of the German units to be prepared for winter. It has to be costly unless the germans will all wear furs for the winter. Maybee if you use the Mountain troops as "trainers" and cadre for this it would not be to widespead. So here goues. Removing a mountain unit would give you a winter training pool and cadre, for example one division would bring 9 units a brigade 3 or four. each of these batalion cadres could be used as support units. Every division that has such an SU attached would be better off from the first winter rules. How much would need to be tested. Beeing suport units the cadres could only be attached to the same nationality.

EDIT
Next, as I understand the german Jager division was trained for warfare in "rough" terain. Would some kind of momement cost adjustment for svamp, heawy woods and maybe rough be apropriate?

RE: Game Suggestions:

Posted: Sun Jul 31, 2011 9:54 pm
by Michael T
This is the only divisional game that I have seen where the light divisions don't have some kind of movement increase or bonus over regular foot troops. Isn't this why they were made 'light' in the first place?

RE: Game Suggestions:

Posted: Mon Aug 01, 2011 5:18 am
by sillyflower
ORIGINAL: Michael T

This is the only divisional game that I have seen where the light divisions don't have some kind of movement increase or bonus over regular foot troops. Isn't this why they were made 'light' in the first place?

I think there should be a rule reducing all Michael T's units' MPs by 10% as he's too good already

RE: Game Suggestions:

Posted: Mon Aug 01, 2011 12:17 pm
by morganbj
Add in a few levels of bad weather with different effects than what you have now.

I would suggest a "thunderstorm" event that occurrs only in the summer. (No more mud turns in Summer). This level would reduce the motorized units movement, but much less so leg units. Some effects on supply.

Then add a light mud. This level would have about half of the effect of the current mud turns. I see this as a way to slowly increase the effects of mud in the fall, then slowly return them to normal in the spring.

The same thing for snow. Add "flurries," and "light snow" to the game. Have a turn or two of these leading up to a full snow turn. Have blizzard turns randomly, but not consistently, in the winter. Say a 40% probablility. (Perhaps 60%, or something, the first winter.) The snow effects can slowly go away as spring approaches.

Then, carefully craft probabilities of when all the events will begin and end, but in a much more realistic way than we see now. If this is done correctly, the the 'historical" weather option would not be necessary. The problem is that in the variable weather, events are sudden and seemingly sometimes out of place, in my opinion.

RE: Game Suggestions:

Posted: Sun Aug 07, 2011 4:45 am
by randallw
The computer's troubles with selecting a proper HQ for on-map units ( such as deciding to give German divisions a Hungarian Corps HQ instead of a German HQ ) is distracting, and probably inefficient.

RE: Game Suggestions:

Posted: Sun Aug 07, 2011 10:46 am
by Shupov
quote:

ORIGINAL: 76mm

One thing is starting to drive me crazy: let's say I attack an enemy unit and force it to retreat. I then want to move a stack of three units into the newly-vacated hex, and the units have different CVs (lets say 14, 12, 10).

Very very very often, I cannot simply move the stack into the hex: I have to move the unit with 14 MP first. It's presence then allows the unit with 12 MPs to move into the hex, but not the unit with 10 MPs. Once the units with 14 and 12 MPs have both moved into the hex, then the unit with 10 MPs can also move in. So I can move the whole stack, but only one at a time, but takes a long time. Why not just allow the stack to move in from the beginning?


Good point! I am annoyed about this too. I have a suspicion it might have to do with the units having different morale and thus paying different costs for entering a hex previously in enemy control. Still, as all units have the MPs to enter the hex, they ought to be able to do it as a stack.

I raised this issue in the Tech Support forum here:

http://www.matrixgames.com/forums/tm.asp?m=2826497

It's a known issue and the workaround is to move units one at a time.

RE: Game Suggestions:

Posted: Sun Aug 07, 2011 2:45 pm
by 76mm
ORIGINAL: Shupov

It's a known issue and the workaround is to move units one at a time.

I realize that's the work around, I describe it in my post. The thing is that I don't want to have to move units one at a time.

[EDIT] And actually, the thread you link to refers to a different issue, just that the MP display is incorrect under certain circumstances. The issue I am referring to is not the MP display, but the actual MP.

RE: Game Suggestions:

Posted: Tue Aug 09, 2011 10:07 am
by Djouk
[font="Times New Roman"][/font] I like this game more and more and with practice i saw that when you active fortified icons (f hotkey) these icons are just in front of soft factor data (not a problem of zoom). Please just put fortify icons righter on counters. There is also certainly a rule with air lift support that is not explained in manuel. Using shift key sometimes some squadrons are ready for this rather than others after picking an other nationality or army group (not due to the range) when air transport mode is active. No where in manual i saw a rule about that, i discovered this at practice.

RE: Game Suggestions:

Posted: Tue Aug 09, 2011 6:20 pm
by kvolk
Put a turns until withdrawing in the commaders report. That way when you filter for withdrawing units it not only shows you that unit but it tells you what turn in is withdrawing on up to 10 turns out from current.

RE: Game Suggestions:

Posted: Wed Aug 10, 2011 10:15 pm
by Rom3l
ORIGINAL: WarHunter

The ability to Click on a FBD unit and give it a path to repair. Instead of clicking on each and every hex. Each and every turn.

The ability to Toggle Rail damage for both Axis and Soviet rail nets.


+1 please

RE: Game Suggestions:

Posted: Wed Aug 10, 2011 10:55 pm
by Harrybanana
I would like to see a feature added to HQ units that allows them to go into refit mode as well. Without this feature the problem is that Soviet manpower and replacements only get added to the soviet ground units that are in refit mode and the HQs get very little. As a consequence all those new Army HQs assigned to STAVKA seem to take forever to get up to strength. Not a big deal, but I don't see why a player shouldn't be able to set an HQ to refit mode as well.

RE: Game Suggestions:

Posted: Sun Aug 14, 2011 7:14 am
by BletchleyGeek
By way of Lannister at www.puntadelanza.es, a couple requests/suggestions:

1. Something that would add some chrome to Wite would be the ability to add their historical badges to Axis units. This could be achieved by having some "generic" badges (country flags) somewhere in Dat/Art/Units which would be loaded if there wasn't present in that folder a file with a specific filename. For instance, if the file "logo814.tga" was present, then Unit 814 - 11 PzDiv - would have its generic badge replaced. Here's a mockup of what I have in mind:

Image

2. Something that would probably help to better navigate the command structure would be that when the unit info panel is invoked by clicking on a combat unit ID appearing on the ATTACHED UNITS list in HQ unit info panel, a link that brought you to the location of the unit appeared (very much like as you can do from the Command Report).

RE: Game Suggestions:

Posted: Sun Aug 14, 2011 9:03 am
by Tarhunnas
ORIGINAL: Bletchley_Geek

By way of Lannister at www.puntadelanza.es, a couple requests/suggestions:

1. Something that would add some chrome to Wite would be the ability to add their historical badges to Axis units.

That's cute! I like version 2 better.

But why restrict it to Axis units? Admittedly Soviet badges would be either Guards or not I suppose, but still. Or were the Soviet branches of service badges used already during WW2?