Operation Barbarossa

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Appren
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Joined: Thu Jun 05, 2008 8:15 pm

RE: Operation Barbarossa

Post by Appren »

The october turns are tricky. The previous version (big German penalty) was absolutely devastating for the Germans, while the current version (4 turns enforced peace) isn't quite optimal either. I am sure there was some combat done in that period? Seems hard to balance, but I guess we'll see how this game plays out. 
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

Well, above a certain line the germans were really standing still

And in March nothing happened either.
pzrjagr
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Joined: Tue Apr 28, 2009 10:07 am

RE: Operation Barbarossa

Post by pzrjagr »

Having great fun with your magnum opus.  The Wehrmacht advanced steadily the first four weeks (it's the end of the 13 July turn), against a very capable Russian PBEM opponent.  Although the German maneuvers are not bad either, am having a very difficult time maintaining an historical rate of advance. 
 
German spearheads are (AG North) past Riga, Dvina, before Polotsk, (AG Center) trying to encircle Minsk, (AG South) knocking on the door of Kiev and Odessa.  AG North and Center are quite slow compared to the spectacular advance of 1941.  By 16 July, historically, AG North had passed Pskov and AG Center had already reached Smolensk. 
 
My concern in Barbarossa, is that the German movement bonus does not appear to have been maintained after the first turn.  Since the alternative (and also great) GPW mod allows German movement and combat bonus for the first four turns / weeks, had you considered an increase in the bonus?
 
Thanks for a great mod.  BTW, am now running the complete 22 June OKH Order of Battle with historical designations in your mod (after a few hours of reasearch and renaming units).  Your at start division allocation was actually very close to history, although I see that you transferred the leg infantry formations away from the Panzer Groups. 
 
The challenge now is to form the over two dozen German divisions (and a few Italian and Hungarian ones) that historically arrived as reinforcements by the end of August.  I can e-mail you the current save file if you wish to take a look at all the unit designations.
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

Historical OOB would mean the names of the Generals for the Armies and Divisions. Problem is the player must change it by himself like in the GPW.

4 turns movement bonus was too much in the GPW imo. It didn´t make any sense to offer resistance at Kiev/Odessa whilst in reality the Russians resisted for quite some time around there.

If you send me savegames with your pass, I would love to check it out.
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Appren
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RE: Operation Barbarossa

Post by Appren »

TheArchduke beat me in our game. I did the mistake of underestimating the winter, and I'd say I was too much thinking of Russia 41 when considering my deployment. All the Germans had to do then was to pull back 2-3 hexes per turn, but the Soviet tank divisions crushed me. [:D]
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

What is peculiar that in the testgames with Boron, the Soviet Union is the underdog and has yet to win more then one game.

I am overworking this scenario on this weekend to provide a new version and thanks to my 4 weeks absence in August, it will stay the same then.:)
seille
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Location: Germany

RE: Operation Barbarossa

Post by seille »

Ok, even i downloaded all the versions from the last weeks i´ll wait for the new one before i look at.
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

Brand new one in the works with partly reworked pictures, balance, etc..
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Appren
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RE: Operation Barbarossa

Post by Appren »

ORIGINAL: TheArchduke

Brand new one in the works with partly reworked pictures, balance, etc..

Can't wait [&o]
pzrjagr
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Joined: Tue Apr 28, 2009 10:07 am

RE: Operation Barbarossa

Post by pzrjagr »

How many weeks does it take before captured Russian production cities start helping the Germans?  Riga is still not putting out after two weeks :-(.  Also, will the balance be reworked significantly from the current version?  Perhaps we should stop before investing more time in our current game.
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

Never I fear.

The biggest quirk in Russia 41 in my opinion was that the russian cities enhanced german production. So recaptured cities hit the German double.
In my scenario the only gain will be VP and through that PP per turn which is only a fraction.

Have no fear, I included a little equalizer system in the next version.
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

I am actually finished, but the whole thing is 13 MB big and filefront does not work on me right now. I am looking for a host today.

For now:

http://rapidshare.com/files/252876985/O ... 9.zip.html

Why only 10 MB, Matrixgames, why?:)
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Appren
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RE: Operation Barbarossa

Post by Appren »

Great, can't wait to try it out. What are the changes from the previous version? [:)]


Edit: by the way, the scenario file lacked the .pt2 extension, I had to rename it.
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

Ah yes. Basically:

- Kiev raised to 25k production.
- Stalino and Pskov now 10k production cities.
- Added a Baltic Volunteers production in Riga (German).
- Added a Cossacks production in Dnjeprvostok (Axis Minor).

- Stugs got their own symbol and different pictures for all tech levels.
- Reworked some pictures, made them smaller and png to save up space.

- Fighter and Bomber cost 3000 PP to build now.
- Fighter research cost doubled.

- All Fortresses near Leningrad now destructible.
- January 43, the Germans see a 20% increase in production, as they prepare for a drawn out war. Not much still compared to the 15% increase of the Soviets in January 42, 43 and 44.

- All 4 main fronts of the Soviets got only 5 trucks instead of 10 making strategic retreats in turn 2 less easy.

- Both Talinn and Rostov give one of their VPs to Pskov and Stalino.

- Both regimes now have tank destroyer 1 researched.

- Scout and Levelbomber research cost halved.
- Range of HQ 100% is now 4 instead of 3 to reflect the big map.

- Added 60 Paratroopers to AG South
- Added 4 Tankdestroyers to the tank divisions of both armies.

- Changed desc to reflect changes.

- Enabled a handicap/Boost for both regimes.

- Destroyer II, III and Carrier IV made unresearchable.

- Koenigsberg moved to the coast.

- German aircraft moved a bit forward.

- Two axis minor tank divisions added, one italian and one romanian.
- Two italian infantry divisions added.

- 50% movement increase for ships.
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Appren
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RE: Operation Barbarossa

Post by Appren »

Apparently you can build level IV ships (all kinds) again [:'(]

Also, bazooka research is now twice of MG/mortar, and same as AT-Gun, is this intended?
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

Nods.
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

Damn the AT event code.

Trond you were right the weather code is broken in my scenario.:(


The blitz event basically screws with the movement figures of the Soviets. It seems that the blitz event is severly broken. I try to fix it soonish.
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TheArchduke
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RE: Operation Barbarossa

Post by TheArchduke »

Ok, new file uploaded.

Air movement has been restored to normal values, movement bonus of the germans cut, in exchange combat bonus during turn 1-2 is now 200%.

http://www.filefront.com/14040789/Opera ... sa1407.zip

This will be the latest file for at least 3-4 weeks as I am on vacation.
Ccr
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Location: UK

RE: Operation Barbarossa

Post by Ccr »

Can current games be continued using this new version?
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Appren
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RE: Operation Barbarossa

Post by Appren »

It is a new scenario file, so you'd have to start a new game.
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