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RE: TGW playtest try 4
Posted: Wed Mar 25, 2015 6:42 pm
by sPzAbt653
Why not print the turn number surrounded by underlines
News is printed in order, so for the Turn #'s to be first, they would have to be first in the Editor. Best done when first creating a new scenario. Doing it now would require rewriting 745 events, which is not impossible, I've done more in the past. I'd like to get done tightening the Soviet PO up first before getting into that. I'll make a note of it. [:)]
RE: TGW playtest try 4
Posted: Wed Mar 25, 2015 6:50 pm
by larryfulkerson
ORIGINAL: sPzAbt653
Why not print the turn number surrounded by underlines
Doing it now would require rewriting 745 events....
It's not worth that to me. To much work. Let's forget all about that idea. Unless you want to take it on as a personal
challenge or something.
RE: TGW playtest try 4
Posted: Wed Mar 25, 2015 8:29 pm
by larryfulkerson
As is often the life of the playtester I've received a new exe to test so I'm restarting. This is the face of Riga in the early miinutes
of T1. I've moved a few units but not everybody. I wanted to blow a hole to move the Panzers through and get them out in the
Soviet backfield opening traverse lanes and cutting the Soviet supply LOC's.

RE: TGW playtest try 4
Posted: Wed Mar 25, 2015 8:33 pm
by Cmdr_Vessery
ORIGINAL: larryfulkerson
As is often the life of the playtester I've received a new exe to test so I'm restarting. This is the face of Riga in the early miinutes
of T1. I've moved a few units but not everybody. I wanted to blow a hole to move the Panzers through and get them out in the
Soviet backfield opening traverse lanes and cutting the Soviet supply LOC's.
That's a bummer, this was a massive jump off start of operations.
RE: TGW playtest try 4
Posted: Wed Mar 25, 2015 8:34 pm
by larryfulkerson
ORIGINAL: Cmdr_Vessery
ORIGINAL: larryfulkerson
As is often the life of the playtester I've received a new exe to test so I'm restarting. This is the face of Riga in the early miinutes
of T1. I've moved a few units but not everybody. I wanted to blow a hole to move the Panzers through and get them out in the
Soviet backfield opening traverse lanes and cutting the Soviet supply LOC's.
That's a bummer, this was a massive jump off start of operations.
But you have to admit that it was exceedingly good practice.
RE: TGW playtest try 4
Posted: Wed Mar 25, 2015 8:37 pm
by Cmdr_Vessery
ORIGINAL: larryfulkerson
ORIGINAL: Cmdr_Vessery
ORIGINAL: larryfulkerson
As is often the life of the playtester I've received a new exe to test so I'm restarting. This is the face of Riga in the early miinutes
of T1. I've moved a few units but not everybody. I wanted to blow a hole to move the Panzers through and get them out in the
Soviet backfield opening traverse lanes and cutting the Soviet supply LOC's.
That's a bummer, this was a massive jump off start of operations.
But you have to admit that it was exceedingly good practice.
True true.
RE: TGW playtest try 4
Posted: Wed Mar 25, 2015 10:40 pm
by larryfulkerson
Okay........I've been moving units and this is after round 8 or so. I didn't think it was possible but after two attacks Riga
fell. This is a big deal for me because I don't remember doing that well very often.

RE: TGW playtest try 4
Posted: Wed Mar 25, 2015 11:44 pm
by larryfulkerson
I've been moving units and this is the face of the northern front lines in T2, early T2. Imagine all the axis units moving from
left to right and from bottom to top. I haven't run into any supply problems yet, knock on wood.

turn 5
Posted: Thu Mar 26, 2015 5:53 pm
by larryfulkerson
Here's the face of Pskov in T5. A lot has happened and I must have blacked out because so little of it got a post. Anyway, I'm
about to invest the city and I'm working my way to the bottleneck and the rail is almost to Riga so supply is ample and things
are going relatively well.

RE: turn 5
Posted: Thu Mar 26, 2015 6:40 pm
by larryfulkerson
Here's the T5 face of Kiev now. I'm finding the river crossings guarded by strongpoints and I expect them all the way along the river
so my plan is to go far south to cut off the large group that used to be in the west side of the probe ( largely gone now, mop up
continues ) from their supply and help trap the Soviets that the Romanians are fighting, move the Romanians to the tank country to
help the Panzers get into the Soviet rear areas to try to trap any remaining Soviets on the west side of the of the Dnepr river.
Instead of fighting through the river crossings with all the losses that causes. Although I've been successful in getting troops across
the river with the ;pontoon units.

RE: turn 5
Posted: Thu Mar 26, 2015 6:49 pm
by larryfulkerson
Here's the Odessa area. The idea here is to cut off the Soviets from the river by moving on the south side of it all along the length of
it to trap the Soviets on the south side of it. To kill as many Soviets as possible.

RE: turn 6
Posted: Thu Mar 26, 2015 10:12 pm
by larryfulkerson
Remember those plans I had to go to the south end and do a left hook......cancel that. I've managed to blow a big hole
in the Soviet lines and I'm planning NOW to pour some fast movers through there and see if I can't wrap up the Soviet
lines and destroy some of that equipment.

RE: turn 6
Posted: Thu Mar 26, 2015 10:49 pm
by larryfulkerson
It's still turn 6 but I've been moving units and this is what Kiev looks like now. I'm surrounding one group and forming a new
front line in front of another group. I'm hoping the Axis forces further to the south can leap the river and get behind these
new Soviets. I'd like to surround them and destroy them too.

RE: turn 6
Posted: Thu Mar 26, 2015 10:51 pm
by larryfulkerson
I thought the respawn delay was 4 weeks but I'm seeing some of these Soviet units again already. It's like they
spawn right away after they die. Is there something I'm missing?
RE: turn 6
Posted: Thu Mar 26, 2015 11:11 pm
by larryfulkerson
I've noticed a lot of Soviet fighters in the Leningrad area so I brought a lot of fighters up there as close as I could get them
and according to the air briefing the Soviet planes are falling out of the air. I've got the Axis fighters cranked up to three-dots
and about 60% of the bombers are on INT missions with the lower supply cases flying CS instead.

RE: turn 6
Posted: Thu Mar 26, 2015 11:42 pm
by larryfulkerson
This is the face of Odessa now that I've been moving units. The Soviet front lines have disentegrated and I'm getting units into
their backfield and surrounding small groups and it's really dynamic and confusing and soon will clarify somewhat as the Soviet
units start to dissappear.

RE: turn 7
Posted: Fri Mar 27, 2015 12:28 am
by larryfulkerson
This is the T7 face of Pskov now. I'm still fighting for some more territory and I think I've put plugs in all the holes and now just
need some more troops to take advantage of the holes in the Soviet lines. There's a road to Moscow calling to me.

RE: turn 6
Posted: Fri Mar 27, 2015 3:14 am
by sPzAbt653
ORIGINAL: larryfulkerson
I thought the respawn delay was 4 weeks but I'm seeing some of these Soviet units again already. It's like they
spawn right away after they die. Is there something I'm missing?
Its 1-4 weeks. Also, the Soviets tended to organize new formations quickly, often they were really just shells thrown into the line. As TOAW uses that 'first line equipment' thingy to regenerate units, often this quick generation of units doesn't happen. So I tinkered with the 'first line' to get a better result.
In the example below, the Soviets get tons of Light Rifle Squad replacements, but their only purpose is to force units to return quickly. The real main line is the 2nd one with Rifle Squad(r), they fill up slower. Not seen are SMG Squads, which start in 1942, so the Soviet units get stronger over time, as was historical.
What I've seen from all these playtests is that this doesn't work as well as I intended [you may have noticed too many of Soviet 1-1's running around]. But I've got a solution in the works for the future [;)]

RE: turn 6
Posted: Fri Mar 27, 2015 4:51 am
by larryfulkerson
ORIGINAL: sPzAbt653
ORIGINAL: larryfulkerson
I thought the respawn delay was 4 weeks but I'm seeing some of these Soviet units again already. It's like they
spawn right away after they die. Is there something I'm missing?
Its 1-4 weeks. Also, the Soviets tended to organize new formations quickly, often they were really just shells thrown into the line. As TOAW uses that 'first line equipment' thingy to regenerate units, often this quick generation of units doesn't happen. So I tinkered with the 'first line' to get a better result.
In the example below, the Soviets get tons of Light Rifle Squad replacements, but their only purpose is to force units to return quickly. The real main line is the 2nd one with Rifle Squad(r), they fill up slower. Not seen are SMG Squads, which start in 1942, so the Soviet units get stronger over time, as was historical.
What I've seen from all these playtests is that this doesn't work as well as I intended [you may have noticed too many of Soviet 1-1's running around].
But I've got a solution in the works for the future [;)]
Enquiring minds want to know more about this solution you have in the works. Sounds intreging. Sounds mysterious.
RE: turn 6
Posted: Fri Mar 27, 2015 9:24 am
by sPzAbt653
Inquiring minds want to know more about this solution you have in the works. Sounds intriguing. Sounds mysterious.
lol. I'm going to remove the Light Rifle Squads and use the Rifle Squad[r]'s as the first line with 155/75 at start. 80 SMG's will still start arriving in 1942, but I'll add 0/100 Rifle Squads. The Squad(r)'s will have a high rate of replacement to ensure quick re-generation, the Rifle and SMG Squads will have lower rate so that units that stay out of combat will grow strong. So, units can go from 155/75, 0/100, 0/80 to 75/75, 100/100, 80/80. Sound good ?