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RE: Soviet OOB thread

Posted: Sat Jan 07, 2006 5:19 pm
by Bliztk
Well, a new discovery.

Running a handsoff of CHS 1.06 suddenly the Russian Far East Divisions have changed to Corps, 19 Divisions have switched to corps totalling 20000 AV.

It seems a hardcoded thing, because the editor doesn´t show anything.

RE: Soviet OOB thread

Posted: Sat Jan 07, 2006 6:20 pm
by TheElf
The unit database is unique to each scenario. Since the Manchuria Scenario is limited to the Trans-Baikal Front and the Far East, there is no need for Chinese, Commonwealth, or US units. Therefore a more robust Soviet Ground OOB is present as was teh case in 45'.

RE: Soviet OOB thread

Posted: Sat Jan 07, 2006 6:30 pm
by Bliztk
I`m talking about a test I made. Not the August Storm Scenario

I ran a handsoff game of CHS 1.06 from start to 1/8/45. Several Soviet Divs became corps somewhere between 1/45 and 7/45 (when I checked). It seems a hardcoded thing.


RE: Soviet OOB thread

Posted: Sat Jan 07, 2006 6:47 pm
by Bliztk
Done a fast test.

Pick CHS 1.06, change starting date to June/45, play two turns and in 6/3/45 several russian divisions become corps with assault value of 1100

RE: Soviet OOB thread

Posted: Sat Jan 07, 2006 8:11 pm
by Nikademus
I hope you guys realize that your returns ratio for effort put in wont be very balanced. I've played the scenario....several times and yes i enjoyed it....but it remains a very one sided short scenario. The Japanese side has no chance just as historical...outgunned and outmanned. The shock attack with pursuit feature allows the Russian armored unit to totally devestate the low exp Japanese units. The only "challenge" i suppose is seeing how fast you can get to Korea. I never shock attacked so many times in my life in any game [:D]

The only game impacting problem i ran into is that it 'can' be difficult to reach Korea before the game runs out but simply lengthening the scenario to help compensate for the land combat engine's weaknesses in simulating 'armor heavy' warfare is (was) the easiest solution. (that weakness being the transit time in non road hexes primarily)

The game's main problem in properly simulating the battle is that it can't represent the forces located in Mongolia as there's no logistical/road net on the map to support it.

RE: Soviet OOB thread

Posted: Sat Jan 07, 2006 8:15 pm
by TheElf
ORIGINAL: Nikademus

I hope you guys realize that your returns ratio for effort put in wont be very balanced. I've played the scenario....several times and yes i enjoyed it....but it remains a very one sided short scenario. The Japanese side has no chance just as historical...outgunned and outmanned. The shock attack with pursuit feature allows the Russian armored unit to totally devestate the low exp Japanese units. The only "challenge" i suppose is seeing how fast you can get to Korea. I never shock attacked so many times in my life in any game [:D]

The only game impacting problem i ran into is that it 'can' be difficult to reach Korea before the game runs out but simply lengthening the scenario to help compensate for the land combat engine's weaknesses in simulating 'armor heavy' warfare is (was) the easiest solution. (that weakness being the transit time in non road hexes primarily)

The game's main problem in properly simulating the battle is that it can't represent the forces located in Mongolia as there's no logistical/road net on the map to support it.

I agree, but as the allied player it can be fun to whip up on the AI and just play around with the soviet forces...

RE: Soviet OOB thread

Posted: Sat Jan 07, 2006 8:22 pm
by Nikademus
Thats the thing though....its already a heap of fun. (if your the Russians!)

lol....ah fond memories of driving south...shock attack after shock attack....nothing can stand in my way.... BAAAAAAHAHAHAHAHAHAHAHAHAHAHAA

a PBEM or head to head player probably would think differently

RE: Soviet OOB thread

Posted: Sat Jan 07, 2006 8:33 pm
by TheElf
Bliztk,
Can you list of Rifle Divisions that become Corps Strength? This is important database info if we are going to look at the Soviet OOB for CHS....

RE: Soviet OOB thread

Posted: Sun Jan 08, 2006 3:23 am
by Andrew Brown
ORIGINAL: TheElf

Can you list of Rifle Divisions that become Corps Strength? This is important database info if we are going to look at the Soviet OOB for CHS....

Yes, this could be VERY important, especially if it is hard coded, as we would need to leave the units in their slots, most likely (although that too could be tested).

Andrew

RE: Soviet OOB thread

Posted: Sun Jan 08, 2006 3:49 am
by TheElf
ORIGINAL: Andrew Brown
ORIGINAL: TheElf

Can you list of Rifle Divisions that become Corps Strength? This is important database info if we are going to look at the Soviet OOB for CHS....

Yes, this could be VERY important, especially if it is hard coded, as we would need to leave the units in their slots, most likely (although that too could be tested).

Andrew

Yes, I am hoping Blizt can identify ANY unit that upgrades its TOE in 1/45'. Artillery Regiments are also good candidates because in the Manchurian scenario Database they are also represented in Division Strength. So are Mech brigades, and Motorized rifle Divisions. ANYHTING that might be hardcoded to expand when triggered by a certain date.

If we are to beef up the Soviet OOB for the CHS we need to know which units automatically upgrade in 45' and then adjust for the units whose AV they represent. Otherwise it might be overdone and cause an imbalance not there historically.

RE: Soviet OOB thread

Posted: Sun Jan 08, 2006 4:37 am
by Ron Saueracker
I'd like to see the ship art for these puppies. Who is doing them?

RE: Soviet OOB thread

Posted: Sun Jan 08, 2006 5:50 am
by TheElf
Check your PM

RE: Soviet OOB thread

Posted: Sun Jan 08, 2006 2:23 pm
by Bliztk
Here are my findings. Several strange things happened, because I moved the cursor over the one hex with Soviet troops and the hex information didn´t matched with the units in the hex.

All upgrades are to infantry corps unless noted. Device number listed.

Nahkodia
2216
2193
2198
2201 ==> ARM Corps
2226 ==> ART Corps

Vladivostok
2217

Imam
2191
2192
2227 ==> ART Corps

Khabarovsk
2210
2218
2212

Blagoviesk 67,25
2207 ==> ART Corps

68,25
2190
2206 ==Z ART Corps

68,20
2189

Borzya
2164
2165

Tamsag
2166
2167
2168
2170 ==> ART Corps
2171 ==> ART Corps
2182 ==> ARM Corps
2183 ==> ARM Corps
2184 ==> ARM Corps
2185 ==> ARM Corps

Notes:
In AB map Tamsag is not connected to the transport line of Manchuria, so the strike force here, is isolated in all effects.

At 68,31 there was a group of units, I passed the cursor over them and showed IDs of 2191,2192,2186, but they were not clickable. Two of these IDs were at Imam(2191,2192).

RE: Soviet OOB thread

Posted: Sun Feb 12, 2006 4:33 pm
by Monter_Trismegistos
According to http://sovnavy-ww2.by.ru/ Vnushitelny was completed 29.12.1947 - definetely after the war.

RE: Soviet OOB thread

Posted: Sun Feb 12, 2006 6:09 pm
by el cid again
For CHS and RHS, my Soviet destroyers use 5 inch / 38 Mark 22 SP Gun.
I also use the 12.7 AAMG. I do not give her depth charges because they were not carried as designed. [Soviet destroyers tend to carry mines. While mine rails can be used as primitive depth charge racks, there is more than DCs to an ASW ship. It takes sonar or hydrophones and a training program to make them useful ASW ships.] I use the Mark 8 torpedo because all the others have too much range to simulate the Soviet weapon. Otherwise my data is identical.

For some reason a post is lost - or in another thread. I have put two kinds of DCs on all Soviet destroyers. Conway's fails to list them. I had to improvise the little one. There are not many - but there are a few.

RE: Soviet OOB thread

Posted: Thu Apr 06, 2006 4:45 pm
by TheElf
Forrest, Big K, Joe. Here it is...