WitP War in Russia MOD

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

User avatar
HerzKaraya
Posts: 195
Joined: Wed Jan 19, 2005 3:26 pm
Location: Madrid, Spain

RE: WitP War in Russia MOD

Post by HerzKaraya »

ORIGINAL: Rysyonok

Have you had a chance to look at german oil levels? I think they are too low :)

You start with more than 115.000 oil and in my game I get around 1000 more per day. There shouldn´t be a great surplus to avoid excessive German Industry expansion (check Readme). It seems you got bombed pretty hard - that doesn´t help!
Russian 1st turn INACTIVITY is a must! After that at least some divided JGs should be left behind protecting industry and resting from EF hardships...
Vista, suerte y al toro!
User avatar
HerzKaraya
Posts: 195
Joined: Wed Jan 19, 2005 3:26 pm
Location: Madrid, Spain

RE: WitP War in Russia MOD

Post by HerzKaraya »

ORIGINAL: Monter_Trismegistos

Another Polish plane wrongly named. Its PZL.37B not PZL 37.B

I just wish all the errors stay at this level! [:D]
Will fix it next patch! Thank you
Vista, suerte y al toro!
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: WitP War in Russia MOD

Post by Rysyonok »

ORIGINAL: Bubi Hartmann
Russian 1st turn INACTIVITY is a must! After that at least some divided JGs should be left behind protecting industry and resting from EF hardships...

*sigh* too late for that now :(
Image
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: WitP War in Russia MOD

Post by Rysyonok »

There are 2 Finnish units starting in 130,69. Can they be moved to a railroad hex? It takes half a month to get them out...
Image
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: WitP War in Russia MOD

Post by Rysyonok »

Petrozavodsk starts out with a repair facility. There's no need for it, as no ships can use it :)
Image
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: WitP War in Russia MOD

Post by Rysyonok »

From http://en.wikipedia.org/wiki/Bombing_of_Helsinki_in_World_War_II
 
In the autumn of 1939, Helsinki was protected by the 1st Anti Aircraft Regiment consisting of four heavy anti-aircraft batteries of three to four guns each, one light AA battery and one AA machine gun company. The air defense of Helsinki was significantly strengthened from spring 1943 onwards under the lead of Colonel Pekka Jokipaltio. During the Continuation War Germany provided two early warning radars and four gun laying radars to Helsinki, further, eighteen very effective German heavy 88 mm AA guns were also placed in Helsinki. The new six-gun batteries were grouped at Lauttasaari, Käpylä and in Santahamina. By February 1944 Helsinki was protected by 13 light & heavy AA-batteries. Air defenses included 77 heavy AA-guns, 41 light AA-guns, 36 search lights, 13 acoustic locators and 6 radars in addition to visual spotters and the Finnish Navy's anti-aircraft.
 
Can Helsinki get some AA please? :)
Image
User avatar
NormS3
Posts: 527
Joined: Mon Dec 10, 2007 9:31 pm
Location: Wild and Wonderful WV, just don't drink the water
Contact:

RE: WitP War in Russia MOD

Post by NormS3 »

Your mod looks very interesting. When I downloaded it, I have not been able to open it. I am guessing I am doing something wrong?
User avatar
HerzKaraya
Posts: 195
Joined: Wed Jan 19, 2005 3:26 pm
Location: Madrid, Spain

RE: WitP War in Russia MOD

Post by HerzKaraya »

ORIGINAL: Rysyonok

There are 2 Finnish units starting in 130,69. Can they be moved to a railroad hex? It takes half a month to get them out...

I have decided to move them one hex SE onto a RR hex, they really are creeping their way fwd...
The Russian units in North Finland that are surrounded from the start and then block the Finn RR until they rout into an unplayable hex will also be moved further south.
Vista, suerte y al toro!
User avatar
HerzKaraya
Posts: 195
Joined: Wed Jan 19, 2005 3:26 pm
Location: Madrid, Spain

RE: WitP War in Russia MOD

Post by HerzKaraya »

ORIGINAL: Rysyonok

Petrozavodsk starts out with a repair facility. There's no need for it, as no ships can use it :)

There is a lake there and a small port which harboured a flotilla - that is missing in the MOD as we didn´t have much info on it besides the fact that it existed... help is appreciated
Vista, suerte y al toro!
User avatar
HerzKaraya
Posts: 195
Joined: Wed Jan 19, 2005 3:26 pm
Location: Madrid, Spain

RE: WitP War in Russia MOD

Post by HerzKaraya »

Can Helsinki get some AA please? :)

1. ALL AA efficiency will be increased in future patch
2. Helsinki starts with combined 4x8.8cm, 12x3.7cm, 24x2.0cm Flak - I will increase by 14x8.8cm
3. In 44 increase by 60x8.8cm and 30x3.7cm Flak
4. I´ll try to find slot for Radar, for all mayor Axis Cities (static), and Leningrad and Mockba for Russian

If you read that Wikipedia link you sent, from 2000 attacking bombers in all raids on Helsinki combined, 25 Russian a/c were shot down, that is 1,25% - not much... besides the effect of reducing accuracy, of course.
Vista, suerte y al toro!
User avatar
HerzKaraya
Posts: 195
Joined: Wed Jan 19, 2005 3:26 pm
Location: Madrid, Spain

RE: WitP War in Russia MOD

Post by HerzKaraya »

ORIGINAL: Norm3

Your mod looks very interesting. When I downloaded it, I have not been able to open it. I am guessing I am doing something wrong?

First, look if the .zip file has downloaded completely or if the downloaded has broken up too soon. Then, you need winzip to extract the files into the COPY of the "war in the pacific" folder, that you have previously made.
Hope this helps!
Vista, suerte y al toro!
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: WitP War in Russia MOD

Post by Rysyonok »

One of the key aspects of WW2 in Russia was how entire cities were blockades and literally forced to starve. There's Odessa, Sevastopol sieges where Soviet Black Sea fleet had to charter quite a few trips, then there's Leningrad, Stalingrad... Supply should not be generated in towns per se. Rather, there needs to be a handful of "kolhoz", "sovhoz"-type settlements, 0 port 0 airfield bases scattered throughout Russia, Ukraine... good for manpower and supply. And for partisan generation, if not captured in time. Or polizai generation, if captured. This way the siege and starvation of Leningrad can be truly reproduced, so can the agony of German 6th army in Stalingrad. Also, this way fighter planes can get more bases - should someone spend enough resources. Quite a few fighter airfields in the war were little but a strip of dirt housing 15 light aircraft.
 
Speaking of Leningrad, where's the "Road of Life"? It can be best reproduced by creating a port on the other side of the lake with lots of tiny AKs that Luftwaffe can try to shoot down...
Image
User avatar
Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: WitP War in Russia MOD

Post by Rysyonok »

ORIGINAL: Bubi Hartmann
You start with more than 115.000 oil and in my game I get around 1000 more per day. There shouldn´t be a great surplus to avoid excessive German Industry expansion (check Readme). It seems you got bombed pretty hard - that doesn´t help!
Russian 1st turn INACTIVITY is a must! After that at least some divided JGs should be left behind protecting industry and resting from EF hardships...

Speaking of oil... Germany did not get any oil from Finland. I was reading on http://answers.google.com/answers/threadview?id=403163 and at no point is Finland mentioned...

Another link: http://www.ww2aircraft.net/forum/ww2-ge ... 15567.html
Image
Commander Stormwolf
Posts: 1623
Joined: Tue Feb 19, 2008 5:11 pm

RE: WitP War in Russia MOD

Post by Commander Stormwolf »

It is believed that all energy sources (Coal, Petroleum, etc) are represented by the Oil resource.
"No Enemy Survives Contact with the Plan" - Commander Stormwolf
User avatar
Historiker
Posts: 4742
Joined: Wed Jul 04, 2007 8:11 pm
Location: Deutschland

RE: WitP War in Russia MOD

Post by Historiker »

Shouldn't the ships already built by the time the scenario starts arrive for free? You can do this by my technic: Give them a durability of 1 and let them upgrade to their usual values immideately after their arrival.
As the Gneisenau arrives (ahistorical) with 38cm guns - shoudln't there be the possibility to complete at least the Graf Zeppelin which was almoust ready? (Other never completed historic ships may also be considered) The Sovietskaja Sojus was constructed in Odessa, right? So it shouldn't arrive if Odessa is captured. You can do this by adding every ship under construction to it's historic building place and create the house rule that ships mustn't be used after their arrival then.

You shouldn't make russian troops russian [;)]: I don't think every destroyed unit should arrive just 30days later with a strength not much reduced. Destroyed units shouldn't come back; the russians already recieve enough reinforcements, no?
But you may introduce partisans in a way that I inteded for the delayed witw. You may add partisan bases in the rugged regions of the game. They should recieve small partisan units from time to time and should create sufficant supplies themselves to support the partisans. In one of this bases, the partisans may reappear as chinese oder russian units. The bases may have static defense units with huge strength to make it nearly impossible to end the partisan thread - but if only enough axis troops are deployed, they may be wiped out.
Without any doubt: I am the spawn of evil - and the Bavarian Beer Monster (BBM)!

There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson
User avatar
Monter_Trismegistos
Posts: 1359
Joined: Tue Feb 01, 2005 8:58 pm
Location: Gdansk

RE: WitP War in Russia MOD

Post by Monter_Trismegistos »

It was Sovetskaya Ukraina which was built in Nikolayev.
Nec Temere Nec Timide
Bez strachu ale z rozwagą
User avatar
dennishe
Posts: 1081
Joined: Sat Sep 22, 2007 1:25 am
Location: Leiden, the Netherlands

RE: WitP War in Russia MOD

Post by dennishe »

I'm currently playing this mod against commander Stormwolf and am liking it a lot, but do have a few suggestions for improvement.
- I am missing coastal guns at big ports (e.g. Helsinki, Konigsberg and such).
- I am missing huge amounts of effective flak at important bases/cities/industrial centra
- I am missing engeneers regiments/construction regiments (to repear what is destroyed)
- German oil facilities are very vulnerable. There are not enough German planes to defend all oil facilities against huge armadas of russian bombers. They can easily knock out one facility at a time (more effective flak /construction units and such will help a lot).
 
Keep up the good work!
 
Dennis
 
User avatar
HerzKaraya
Posts: 195
Joined: Wed Jan 19, 2005 3:26 pm
Location: Madrid, Spain

RE: WitP War in Russia MOD

Post by HerzKaraya »

Speaking of Leningrad, where's the "Road of Life"? It can be best reproduced by creating a port on the other side of the lake with lots of tiny AKs that Luftwaffe can try to shoot down...

Dali is working on the flotilla that will supply Leningrad from Velkov, which is a port.

One of the key aspects of WW2 in Russia was how entire cities were blockades and literally forced to starve. There's Odessa, Sevastopol sieges where Soviet Black Sea fleet had to charter quite a few trips, then there's Leningrad, Stalingrad... Supply should not be generated in towns per se. Rather, there needs to be a handful of "kolhoz", "sovhoz"-type settlements, 0 port 0 airfield bases scattered throughout Russia, Ukraine... good for manpower and supply. And for partisan generation, if not captured in time. Or polizai generation, if captured. This way the siege and starvation of Leningrad can be truly reproduced, so can the agony of German 6th army in Stalingrad. Also, this way fighter planes can get more bases - should someone spend enough resources. Quite a few fighter airfields in the war were little but a strip of dirt housing 15 light aircraft.

Interesting idea, but again I think it will clutter the map with bases. We will add some more, but not too much. In a game of this scale regarding hex size and units, I think partisan abstraction through the garrison requirement is quite correct, there´s no need to add partisan bands and polizei units to the already vast amout of Divisions already on the map.
Vista, suerte y al toro!
User avatar
HerzKaraya
Posts: 195
Joined: Wed Jan 19, 2005 3:26 pm
Location: Madrid, Spain

RE: WitP War in Russia MOD

Post by HerzKaraya »

ORIGINAL: dennishe

I'm currently playing this mod against commander Stormwolf and am liking it a lot, but do have a few suggestions for improvement.
- I am missing coastal guns at big ports (e.g. Helsinki, Konigsberg and such).
- I am missing huge amounts of effective flak at important bases/cities/industrial centra
- I am missing engeneers regiments/construction regiments (to repear what is destroyed)
- German oil facilities are very vulnerable. There are not enough German planes to defend all oil facilities against huge armadas of russian bombers. They can easily knock out one facility at a time (more effective flak /construction units and such will help a lot).

Found a slot for effective 152mm CD guns for Axis ports included in upcoming 1.3 version, as well much more effective FlaK (300% more kills on test run) and increased number of guns (by factor of 3, or 10 in case of HvyAA in Oil bases).
Enginners increased by factor of 2 in all base forces, thinking about adding speciallized "worker" units.
Spotter and radar devices included doubling the chance of high numebr of planes intercepting not only raids on the base,
but in the 2 hex radius.
Thanks for the encouragement! My wife is happier than ever....[:-]


Vista, suerte y al toro!
User avatar
dennishe
Posts: 1081
Joined: Sat Sep 22, 2007 1:25 am
Location: Leiden, the Netherlands

RE: WitP War in Russia MOD

Post by dennishe »

Found a slot for effective 152mm CD guns for Axis ports included in upcoming 1.3 version, as well much more effective FlaK (300% more kills on test run) and increased number of guns (by factor of 3, or 10 in case of HvyAA in Oil bases).
Enginners increased by factor of 2 in all base forces, thinking about adding speciallized "worker" units.
Spotter and radar devices included doubling the chance of high numebr of planes intercepting not only raids on the base,
but in the 2 hex radius.
Thanks for the encouragement! My wife is happier than ever....
 
Awesome!
Post Reply

Return to “Scenario Design”