I looked at it, but I am pretty sure that 1.04 is mostly fixes in the scenario (and rules within) then the game engine. Which wouldnt change in our game. So we are going to plod along...I will try and make a seperate folder for another game, so it can be 1.04 and I can 'poke' around it..
Fixes and Improvements
Sevastopol extra auto-repair is now working as it should in all rounds (as opposed to only in round 1). Also raised the extra auto-repair from 250 points to 350 points. If you keep some red fighter units on intercept it should be possible to keep Sevastopol in supply now.
German minor orders will no longer be issued outside the historical area scope of the Case Blue plan. Roughly following the Don River – Stalingrad – Wolga – Astrakhan line. Everything north of that line will not be used for minor orders.
Trappjagd will now not let Soviets have major orders initially because Soviets now only get major orders at level 6 or higher (used to be level 5 or higher).
U-2 acts as bomber now; no more kamikaze intercepts by this bi-plane bomber.
Make High Command actually tell you "it agrees to not give you the order again, but that you still have to fulfill your current order" if you play an avoid card but already received the order before playing it. Also adjusted the text on the avoid cards to mention “again” so it is clear it will not cancel your current order.
Fixed a bug with the avoid Krasnodar, Grozny and Baku cards not working as intended.
Give major order avoid actioncards back (since they have been taken away after capturing the objective) to player if not played yet and you lose a key city.
Added variant for FOW on statistics for players who don’t want to be able to see the Soviet force size and composition. All statistics will become visible after the game has been won however.
Oil more strained. 2k less oil for Germany at start. Even 1k less in August. Even 1k less in Sept.
Make sea 2 instead of 3 AP points for soviet sea supply to avoid to much damage to the west of Caucasus if rail link is cut.
Soviet reinforcements Extra infantry 700 per round in July&Aug [10K per month extra] and 1400 extra per round in Sep&Oct [20K per month extra]. This means that by November the Soviets will have received 60K extra troops.
Max command points saved up for any officer is 20.
Made the offensive corps and army cards slightly less effective. Also fixed a calculation mistake in Gamble, it will now actually misfire sometimes, making it a real gamble. Also adjusted the cost of a number of cards upwards and one (Supervise defense) downwards.
Supply is no longer already consumed in setup turn when playing with free setup variant on.
Looking at this list, and how it would have/will effect our on going game:
The first one, I already put in...although the autorepair was 250. Will only help if supply can get by the air blockade, and if I bother to bomb the port (which i never did in my game)
Minor orders...I like this one, and was hit in previous games by some pretty weird orders. This game, I havent advanced far enough yet for that to be a problem, but I imagine it will later.
Trappjagd ...I put the soviets on defense level 4 immediately, so the only major orders they would (and did get) would be defensive. The soviets have gained some prestige, but also lost a bunch while retreating...so its a wash.
U-2's shot down...my opponent had lots of planes shot down. A few more probably wouldnt make a difference
High command cards: I would like to tell Berlin, NO to Stalingrad....but not sure if I can save the points.
FOW....I like FOW. But truthfully, I usually only look at the entrenchment levels. If the STATS graph is effected, it would be a cosmetic thing. Probably my opponent and I would email the graph back and forth every once in a while.
Less Oil....as it stands, Oil is not a constraint. It pegs at max every turn, so less oil would mean more decisions...a good thing..
Easier Sea supply...would have to check to see if it means better supply levels in Sevastopol/Kerch.
More Soviet Infantry....in Trappenjagd anyways, running out of units is not a problem for the soviets (yet anyways), but he does have a lot of beat up units, so more infantry will be a help.
Max command points saved will be 20. Hmm...I think my corps only go to 24 now, and the armies go to 36...so it will only really matter for Manstein and Raus as they are the only two army guys who can use them in a big way. My 2nd army, 6th army and OKH spend them as soon as I hit 12 for emergency troops.
Changed Gamble: in my game I have had Raus fail. Manstein has failed in previous games, but I am pretty sure that was only once. More expensive will mean less often, but I will probably still be able to use them to cross rivers/take fixed positions when I need them.
Supply consumed with free setup? We used free setup, but then, I set the Russian supply level to be full, instead of 3/4's in the event code, so he has 25% more supply then normal. He did suffer some supply problems early in the game, but the straightened out....I thought it was mostly him getting used to the flow of supply from STAVKA/FRONT/ARMY/UNIT....perhaps with this change I could go back to 3/4 supply.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great