Russian Steel - Feel the thrill of being a Russian commander in 1941!
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- Gallo Rojo
- Posts: 701
- Joined: Thu Oct 26, 2000 8:00 am
- Location: Argentina
Battle 5th
I am in 5th battle "Meeting at Orel"
my quetion is: is it fair play if I blow up those bridges with my arty in the first turn?
my quetion is: is it fair play if I blow up those bridges with my arty in the first turn?
The bayonet is a weapon with a worker on each end
- Major Destruction
- Posts: 792
- Joined: Thu Aug 10, 2000 8:00 am
- Location: Canada
- Contact:
Of course. But the revised version will not allow this to be so easy. Perhaps you should wait for the revision so that you don't spoil the surprises that this scenario springs on you.
This one is a real ball-buster but if you blow the bridges in turn 1 you will have a relatively easy time of it.
This one is a real ball-buster but if you blow the bridges in turn 1 you will have a relatively easy time of it.
They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.
Julius Caesar, 57 BC
Julius Caesar, 57 BC
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- Posts: 14
- Joined: Thu Oct 18, 2001 8:00 am
- Location: Orlando, FL
The campaign is excellent! It does a good job setting the mood of the Eastern front.
IMHO the second battle is too easy. I got a draw on the first one, and a marginal victory on the second one (my own fault). It is way too easy to infiltrate the german positions, and then check mate the game during the last four turns. Well, maybe it is not that it is too easy by itself, it's just that it is nowhere as hard core as the first one.
IMHO the second battle is too easy. I got a draw on the first one, and a marginal victory on the second one (my own fault). It is way too easy to infiltrate the german positions, and then check mate the game during the last four turns. Well, maybe it is not that it is too easy by itself, it's just that it is nowhere as hard core as the first one.
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- Posts: 50
- Joined: Mon Mar 25, 2002 8:36 am
Gallo:
The version of battle 5 you have has two minor flaws but is totally playable:
1) there are too many units on both sides and as a result crews do not appear when vehicles/guns are damaged.
2) GE units appear on the east bank as reinforcements - I just could not get them to reliably cross the bridges...so you can blow the bridges with arty and it won't make much difference...
The version of Battle 6 that you have also has the no-crew problem and tends to be somewhat easy for the SOV.
Major Destruction is working 6 and I am working 5 - I estimate 5 days before we can publish patches to these two battles.
The battles you have are both playable as is.
The version of battle 5 you have has two minor flaws but is totally playable:
1) there are too many units on both sides and as a result crews do not appear when vehicles/guns are damaged.
2) GE units appear on the east bank as reinforcements - I just could not get them to reliably cross the bridges...so you can blow the bridges with arty and it won't make much difference...
The version of Battle 6 that you have also has the no-crew problem and tends to be somewhat easy for the SOV.
Major Destruction is working 6 and I am working 5 - I estimate 5 days before we can publish patches to these two battles.
The battles you have are both playable as is.
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- Posts: 50
- Joined: Mon Mar 25, 2002 8:36 am
White Phos:
The campaign is excellent! It does a good job setting the mood of the Eastern front.
IMHO the second battle is too easy. I got a draw on the first one, and a marginal victory on the second one (my own fault). It is way too easy to infiltrate the german positions, and then check mate the game during the last four turns. Well, maybe it is not that it is too easy by itself, it's just that it is nowhere as hard core as the first one.
You've highlighted one of the "features" of this homebrew campaign - the range of solutions....
This gives me an excuse to point a few things out:
1. Our storyline was built to have the widest range of difficulty, situation, unit mix, and objectives possible with as many twists, surprises and threats as we could reasonably include
2. We have about a dozen designers and for the first several battles it is a new designer for each
3. Because of 1&2 above, there is a wide range of player experiences with these battles - I actually found #2 to be subtly more difficult than Battle 1 - I'm just an average player though and tend to be too direct and impatient....
If you have some ideas for us to "spice up" Battle 2 I'd love to hear 'em - or better yet, I can send you the battle file and you can create a variant with your own signature - this is homebrew and everyone can contribute
Two reminders:
The 7.1 patch appears to reduce unit costs so you may be able to buy more stuff than originally intended - we'll try and address this in future releases but you will have to manage your levle of difficulty - if you consistently find these too easy, you are a much better player or have benefitted by too many build points - either way, you can voluntarily forego the build and support points or leave part of your force at the map edge to get more challenge...
We'll be making improvements with the next release (due out in 7-9 days)
Also, a core force of greater than 55 units will eventually give you no challenge and will cause your crews not to appear in those battles with large unit density - this bothers some players a lot.
The battles were tested with a core of 50 units or so - more than that will unbalance things a lot.
Carry On! : )
The campaign is excellent! It does a good job setting the mood of the Eastern front.
IMHO the second battle is too easy. I got a draw on the first one, and a marginal victory on the second one (my own fault). It is way too easy to infiltrate the german positions, and then check mate the game during the last four turns. Well, maybe it is not that it is too easy by itself, it's just that it is nowhere as hard core as the first one.
You've highlighted one of the "features" of this homebrew campaign - the range of solutions....
This gives me an excuse to point a few things out:
1. Our storyline was built to have the widest range of difficulty, situation, unit mix, and objectives possible with as many twists, surprises and threats as we could reasonably include
2. We have about a dozen designers and for the first several battles it is a new designer for each
3. Because of 1&2 above, there is a wide range of player experiences with these battles - I actually found #2 to be subtly more difficult than Battle 1 - I'm just an average player though and tend to be too direct and impatient....
If you have some ideas for us to "spice up" Battle 2 I'd love to hear 'em - or better yet, I can send you the battle file and you can create a variant with your own signature - this is homebrew and everyone can contribute
Two reminders:
The 7.1 patch appears to reduce unit costs so you may be able to buy more stuff than originally intended - we'll try and address this in future releases but you will have to manage your levle of difficulty - if you consistently find these too easy, you are a much better player or have benefitted by too many build points - either way, you can voluntarily forego the build and support points or leave part of your force at the map edge to get more challenge...
We'll be making improvements with the next release (due out in 7-9 days)
Also, a core force of greater than 55 units will eventually give you no challenge and will cause your crews not to appear in those battles with large unit density - this bothers some players a lot.
The battles were tested with a core of 50 units or so - more than that will unbalance things a lot.
Carry On! : )
- Gallo Rojo
- Posts: 701
- Joined: Thu Oct 26, 2000 8:00 am
- Location: Argentina
About Campaign Difficulty
Thanks about the ansewers regarding the briges on 5th battle 
About campaign difficulty. Here is my record:
FIRST BATTLE: DRAW.
My mayor problem was the Lufwaffe and of course the lack of experience/moral of my core units. In this first battle I did not try to be a hero ... my goal was just to survive. I stabilized the secondary line of defense as intro text suggested and stayed there. I didn't ever dream about go after the Victory Objectives out of this secondary perimeter. I left them to the Germans.
If some one achieved a Decisive Victory there at Dubno ... well he or she has my respect! The battle is really difficult (and really fun)
SECOND BATTLE: DECISIVE VICTORY
I think that this one is the easier of the five I have fought in the campaign ... but is not a picnic! Those German Rocket launcher are a nightmare!
And you have to fight bravely to get to the German Town. I friend of my that is relatively new on SPWAW called me yesterday and told me that he had been totally washed up by the PzGranadiers attack on the road.
If you want to make it harder my suggestion is to move some of the Victory Objectives to the western side of the river ... let see if the Russians can deal with the 37mmAA and HMG that Germans has there.
To make it even harder my suggestion is to send an armored counter attack from the south toward the group of Vics that are in the small village in the last five turns.
THIRD BATTLE: DRAW
This one was really fun.
FOURTH. BATTLE: MINOR VICTORY
Just like in the fist one I tried keep the south road free of Germans and I did it. I never tried to take the northern objectives. The scenario is really fun with all those units that came as reinforcements and have to fight with the Germans in the woods.
My opinion is that the Campaign is pretty hard. But is how it should be. We are Soviets in 1941 ... the Whermach used the Red Army as a scouring pad during this year!
And all the battles are very very very fun. What is the most important thing here (this is a game!)

About campaign difficulty. Here is my record:
FIRST BATTLE: DRAW.
My mayor problem was the Lufwaffe and of course the lack of experience/moral of my core units. In this first battle I did not try to be a hero ... my goal was just to survive. I stabilized the secondary line of defense as intro text suggested and stayed there. I didn't ever dream about go after the Victory Objectives out of this secondary perimeter. I left them to the Germans.
If some one achieved a Decisive Victory there at Dubno ... well he or she has my respect! The battle is really difficult (and really fun)
SECOND BATTLE: DECISIVE VICTORY
I think that this one is the easier of the five I have fought in the campaign ... but is not a picnic! Those German Rocket launcher are a nightmare!
And you have to fight bravely to get to the German Town. I friend of my that is relatively new on SPWAW called me yesterday and told me that he had been totally washed up by the PzGranadiers attack on the road.
If you want to make it harder my suggestion is to move some of the Victory Objectives to the western side of the river ... let see if the Russians can deal with the 37mmAA and HMG that Germans has there.
To make it even harder my suggestion is to send an armored counter attack from the south toward the group of Vics that are in the small village in the last five turns.
THIRD BATTLE: DRAW
This one was really fun.
FOURTH. BATTLE: MINOR VICTORY
Just like in the fist one I tried keep the south road free of Germans and I did it. I never tried to take the northern objectives. The scenario is really fun with all those units that came as reinforcements and have to fight with the Germans in the woods.
My opinion is that the Campaign is pretty hard. But is how it should be. We are Soviets in 1941 ... the Whermach used the Red Army as a scouring pad during this year!
And all the battles are very very very fun. What is the most important thing here (this is a game!)
The bayonet is a weapon with a worker on each end
- Gallo Rojo
- Posts: 701
- Joined: Thu Oct 26, 2000 8:00 am
- Location: Argentina
About the CORE UNITS
I tell you guys what I have:
ARMOR:
ONE MEDIUM TANKS CO:
1 x T-34m41 Co Leader
1 x T-28 Platoon
2 x T-34m41 Platoon
2 x BT-70M section (four light tanks in total)
3 x BA-6
17 armor units in total
INFANTRY:
1 x RIFLE CO (armed with Tokarev as principal weapon):
1 x Co Leader Sqd
3 x Rifle Plt
3 x 50mm Mortar
2 x 12.7 Dks HMG
4 x Maxim HMG (re assigned among my rifle platoons)
22 infantry units in total
ARTILLERY:
2 x 45mm ATG
2 x 37mm ATG
3 x 82mm Mortar
2 x GAZ-20mm AA
9 artillery units in total
RECON:
3 x Mtcy HMG
3 x Infantry Recon Sqd
2 x Snipers
8 recon units in total
MIX:
I bought 15 medium trucks, 5 utility cars (GAZ Emka) and 4 Komosolets to make my infantry a motor company (I re assigned the trucks and cars to the infantry platoons).
I think that I’m near the limit of 55 units ... any way ...
Do you think that this OOB is OK or is to strong?
I am curious about what does the rest of the players have bough for this campaign. So if some of you like to present his force I think that this can be nice
Another think that can be nice to know is about your “up grades policy”
My upgrades until this moment was this:
One rifle plt upgraded to engineers
One of Sqd of the other two rifle platoons changed per one SMG Sqd.
Finally I changed all my Truck that originally were Zis to GAZ AA.
My plan for further up grades is change my T-34m41 to m42 and to m43 and /85 in the following years.
So, what about you guys?
ARMOR:
ONE MEDIUM TANKS CO:
1 x T-34m41 Co Leader
1 x T-28 Platoon
2 x T-34m41 Platoon
2 x BT-70M section (four light tanks in total)
3 x BA-6
17 armor units in total
INFANTRY:
1 x RIFLE CO (armed with Tokarev as principal weapon):
1 x Co Leader Sqd
3 x Rifle Plt
3 x 50mm Mortar
2 x 12.7 Dks HMG
4 x Maxim HMG (re assigned among my rifle platoons)
22 infantry units in total
ARTILLERY:
2 x 45mm ATG
2 x 37mm ATG
3 x 82mm Mortar
2 x GAZ-20mm AA
9 artillery units in total
RECON:
3 x Mtcy HMG
3 x Infantry Recon Sqd
2 x Snipers
8 recon units in total
MIX:
I bought 15 medium trucks, 5 utility cars (GAZ Emka) and 4 Komosolets to make my infantry a motor company (I re assigned the trucks and cars to the infantry platoons).
I think that I’m near the limit of 55 units ... any way ...
Do you think that this OOB is OK or is to strong?
I am curious about what does the rest of the players have bough for this campaign. So if some of you like to present his force I think that this can be nice

Another think that can be nice to know is about your “up grades policy”
My upgrades until this moment was this:
One rifle plt upgraded to engineers
One of Sqd of the other two rifle platoons changed per one SMG Sqd.
Finally I changed all my Truck that originally were Zis to GAZ AA.
My plan for further up grades is change my T-34m41 to m42 and to m43 and /85 in the following years.
So, what about you guys?

The bayonet is a weapon with a worker on each end
- Major Destruction
- Posts: 792
- Joined: Thu Aug 10, 2000 8:00 am
- Location: Canada
- Contact:
My Core:
1 Medium Tank company
10 t-34 m.41
1 Infantry tank platoon
5 t-26 m.40 (upgraded to KV's)
15 armour units in total
1 Rifle Company
13 Rifle Squads
3 PTRD ATR (upgraded as required)
2 12.7mm HMG
1 Recon platoon
3 Recon Patrol
1 Engineer platoon
3 Engineer Squad
24 Infantry units in total
1 Heavy mortar battery
3 120mm mortar
1 AA Section
2 37mm AA m.39 (wish I had more)
1 76.2mm Infantry Gun
6 artillery units in total
45 units grand total
1 Medium Tank company
10 t-34 m.41
1 Infantry tank platoon
5 t-26 m.40 (upgraded to KV's)
15 armour units in total
1 Rifle Company
13 Rifle Squads
3 PTRD ATR (upgraded as required)
2 12.7mm HMG
1 Recon platoon
3 Recon Patrol
1 Engineer platoon
3 Engineer Squad
24 Infantry units in total
1 Heavy mortar battery
3 120mm mortar
1 AA Section
2 37mm AA m.39 (wish I had more)
1 76.2mm Infantry Gun
6 artillery units in total
45 units grand total
They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.
Julius Caesar, 57 BC
Julius Caesar, 57 BC
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- Posts: 14
- Joined: Thu Oct 18, 2001 8:00 am
- Location: Orlando, FL
Heh, these core sizes would help explain a lot.
1 Company of infantry (Mossin) (13sqds)
2 12.7mm DShK
3 50mm mortars
1 Company of Conscripts (they have the same organization as tank riders) (10sqds)
1 Company of medium tanks T-34/41 (10 tanks)
3 50mm mortar platoons (9 sqds)
1 GAZM1 FO
2 Scout team platoons (6 sqds)
1 Bat of "assault guns" (trucks with guns on em) (13 guns) (2 BA-11s)
3 SPAA platoons GAZ-4M-AA (12)
83 Units Total
1 Company of infantry (Mossin) (13sqds)
2 12.7mm DShK
3 50mm mortars
1 Company of Conscripts (they have the same organization as tank riders) (10sqds)
1 Company of medium tanks T-34/41 (10 tanks)
3 50mm mortar platoons (9 sqds)
1 GAZM1 FO
2 Scout team platoons (6 sqds)
1 Bat of "assault guns" (trucks with guns on em) (13 guns) (2 BA-11s)
3 SPAA platoons GAZ-4M-AA (12)
83 Units Total
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- Posts: 50
- Joined: Mon Mar 25, 2002 8:36 am
I have bought core several times due to playtesting needs, I have settled on the following as suited to my style:
HQ
2 x KV-1-39
2 x KV-2 (I LOVE, not LIKE, LOVE 152mm!!):D
3 x T-34-40
3 x T-34-40
5 x T-26
4 x 37mm AA (sometimes 12.7 AAMG to be upgraded)
8 x 76mmATG (sometimes start as 45mm)
3 or 4 x 82mm Mortar
1 x FO
8 x SMG
8 x 12.7 DshK
10-15 low cost units for future upgrades
As points allow, I upgrades as follows:
T-26s to T-34s or KV
37mm AA to 85mm (I am finding this is not working out well)
82mm to 120mm
12.7 DshK to various infantry types - I prefer SMG heavy (with molotovs) and a few engineers...
The miscellaneous units become:
Ammo carrier
Cavalry (with molotovs)
Ski SMG Inf
Some more tanks - never enough of those...
So, WHite Phos - your force will struggle initially through these battles - eventually it may get too big and elite to be much fun - and your crews may not show up in the high unit density battles....
But if you're having fun, don't mess with success!!
HQ
2 x KV-1-39
2 x KV-2 (I LOVE, not LIKE, LOVE 152mm!!):D
3 x T-34-40
3 x T-34-40
5 x T-26
4 x 37mm AA (sometimes 12.7 AAMG to be upgraded)
8 x 76mmATG (sometimes start as 45mm)
3 or 4 x 82mm Mortar
1 x FO
8 x SMG
8 x 12.7 DshK
10-15 low cost units for future upgrades
As points allow, I upgrades as follows:
T-26s to T-34s or KV
37mm AA to 85mm (I am finding this is not working out well)
82mm to 120mm
12.7 DshK to various infantry types - I prefer SMG heavy (with molotovs) and a few engineers...
The miscellaneous units become:
Ammo carrier
Cavalry (with molotovs)
Ski SMG Inf
Some more tanks - never enough of those...
So, WHite Phos - your force will struggle initially through these battles - eventually it may get too big and elite to be much fun - and your crews may not show up in the high unit density battles....
But if you're having fun, don't mess with success!!
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- Posts: 50
- Joined: Mon Mar 25, 2002 8:36 am
I playtested a battle last night and really suffered from air attacks - and Dubno's difficulty level increased due to airpower...
I'd like to hear how folks feel about the Luftwaffe as a Russian commander in Russian Steel...
STUKAs are devastating to soft targets (I hate it when my core infantry just vaporizes )
ME-110s are annoyingly lethal and they come back a lot...
Historically, the Luftwaffe was a major factor throughout the campaign - at least until 1944....we will lose some historic content without them...
But, there is little defense against them (other than good dispersion and littering the area with empty trucks to decoy them)
ANother factor is that as the core force gets veteran and then elite, one way to keep it from becoming a company of Super SOldiers is to have the Luftwaffe play a realistic role in the serious assault battles...but I get as angry as anyone when my carefully groomed KV-2 goes up in smoke thanks to a &*%$# Stuka attack....or more frustrating, my elite SMG boys just melt away from an attack 100 meters away...
SO, I'd like your considered opinion about how much airpower can be used without taking the fun out of the campaign. It shouldn't be a cakewalk but it shouldn't be a massacre from the air either....
The Luftwaffe is in Battles 1, 4, 5, 9 so let me know how it goes....
I'd like to hear how folks feel about the Luftwaffe as a Russian commander in Russian Steel...
STUKAs are devastating to soft targets (I hate it when my core infantry just vaporizes )
ME-110s are annoyingly lethal and they come back a lot...
Historically, the Luftwaffe was a major factor throughout the campaign - at least until 1944....we will lose some historic content without them...
But, there is little defense against them (other than good dispersion and littering the area with empty trucks to decoy them)
ANother factor is that as the core force gets veteran and then elite, one way to keep it from becoming a company of Super SOldiers is to have the Luftwaffe play a realistic role in the serious assault battles...but I get as angry as anyone when my carefully groomed KV-2 goes up in smoke thanks to a &*%$# Stuka attack....or more frustrating, my elite SMG boys just melt away from an attack 100 meters away...
SO, I'd like your considered opinion about how much airpower can be used without taking the fun out of the campaign. It shouldn't be a cakewalk but it shouldn't be a massacre from the air either....
The Luftwaffe is in Battles 1, 4, 5, 9 so let me know how it goes....
- Gallo Rojo
- Posts: 701
- Joined: Thu Oct 26, 2000 8:00 am
- Location: Argentina
Air Power and killing leaders
Air attacks are fine since as you said Lufwaffe was a very important factor in German success during early stages of Barbarossa, and Panzers fought in close cooperation with air strikes.Originally posted by RussianSteelDar
Historically, the Luftwaffe was a major factor throughout the campaign - at least until 1944....we will lose some historic content without them...
SO, I'd like your considered opinion about how much airpower can be used without taking the fun out of the campaign. It shouldn't be a cakewalk but it shouldn't be a massacre from the air either....
Is clear that seeing how a Stukka vaporizes one or two of ones most veterans infantry sqd could be very frustrating, but it the way it was.
I agree that there have to be a way to erode Soviet player's Core Force in order that they not became a super-elite-iron-soviet-new-men combat force ... I remember that when I played U2R, which was shorter than what this campaign will be, on the final battles almost all my units were elite or +90 points of experience. With such an unstoppable Core Force last battles were not very challenged.
In a campaign of 50 battles or plus like Russian Steel could be ... by the time you reach Berlin your men will look like Swarzenegger in this film in which he performed a Russian police in USA! ...
So I agree that designers have to use some tricks to kill those to experienced troops ... although it was a "dirty" trick like using a lot of air strikes.
The upgrades could be a "natural" way to loose experience since in every upgrade the unit upgraded loose 10 points of experience or some ...
As we are talking about killing experienced troops ... do you remember this old bug about "immortal leaders"? ... It was a bug in which a leader that was killed in a previous battle appeared again in the next one.
Well, playing Russian Steel campaign this has happed to my: when I loose a unit the replacement has the same experience that the loose one ...
In 4th battle I loose two tanks whose leaders has 85 and 91 of experience and in the 5th battle the replacements had 87 and 93 of experience, although the moral of one of them had fell to 65 and their leader names had changed of course ...
Do any of you had the same problem? Do you know if it is a persisting bug or if it has some "rational" explanation?
Best,
Gallo
PS: I won a Minor Victory in 5th battle ... but it costs me a lot ... loose an entire rifle platoon, 7 tanks (four BT-34, two T-34 and one T-28), two ATG and a lot of my trucks ... I couldn't repair all my units with the repair/rebuild points ... so I will have to go to the next battle with a depleted Core Units ... so next battle will be a wild one! But don't worry Comrades Los Fascistas No Pasán! (fascist won't pass)

The bayonet is a weapon with a worker on each end
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- Location: Orlando, FL
- Gallo Rojo
- Posts: 701
- Joined: Thu Oct 26, 2000 8:00 am
- Location: Argentina
Russian Steel Questions?
I am just about to start this promising campaign but have a few queries........ 1/Should the campaign possibly be a sticky? 2/How can one purchase an accurate Independent Tank Btn. with the points alloted...suggestions for orbat please? 3/When will we see the patch and new battles for this Campaign?4/Does anybody plan any to develop other campaigns in this manner....I THINK IT'S A GREAT WAY OF DEVELOPING CAMPAIGN MATERIAL and bringing us all closer together in our hobby. 5/Any good Russo-German war sites out there? 6/How does a newbie like me get involved in this project...and what could I do to be of help?.......... Thanks guys...Now to try and get hold of the Mega-Campaigns(Not easy for someone with a bad credit rating..and no Card!
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
SOrry - "merged threads" backwords...
WOrking on improving my skills on this forum - I managed to merge the original thread into this one rather than the other way 'round...
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
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- Location: Iceland
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Re: Russian Steel Questions?
1) OK by me - up to forum folkOriginally posted by Tazman85
I am just about to start this promising campaign but have a few queries........ 1/Should the campaign possibly be a sticky? 2/How can one purchase an accurate Independent Tank Btn. with the points alloted...suggestions for orbat please? 3/When will we see the patch and new battles for this Campaign?4/Does anybody plan any to develop other campaigns in this manner....I THINK IT'S A GREAT WAY OF DEVELOPING CAMPAIGN MATERIAL and bringing us all closer together in our hobby. 5/Any good Russo-German war sites out there? 6/How does a newbie like me get involved in this project...and what could I do to be of help?.......... Thanks guys...Now to try and get hold of the Mega-Campaigns(Not easy for someone with a bad credit rating..and no Card!
2) Points are too few for an accurate Tank Battalion purchase and the resulting unit would be too big to be handled effectively by the campaign framework - you can build (barely) battles for this size unit but a campaign is unworkable...
3) Checkt he forum today! : )
4) Hope so - but it is a LOT of work
5) Russian Battlefield, there's one on Kursk...try Google and be persistent - there was a site called Russian Steel! no affiliation tho
6) Just contact me and let me know your experience and time constraints - we need testers, map builders, and designers - I can set you up with a map and purchased forces and you do the set up and playbalancing - it is the only way to really learn design and you can work a battle that is in a future release so you'll have plenty of time to fine-tune it...
Cheers.
a bit late but just kicking off...
core:
hq unit
5 BA-3 (for Recon - poss upgrading)
5 BT-5 light tanks (To be upgraded to T-34 hopefully)
3 T-34 m.40
2 85mm AA guns and 2 Yag-6s to move em (see if they work like 88s...?)
3 motorcycles
4 engineer squads
4 maxim units
4 76.2mm Inf Guns
5 T-26 m.33 Tanks
2 Komsomolets for trans the inf guns
4 rifle squads
4 76.2mm AA m.38 (for the luftwafffe)
3 conscripts squads (loose change)
right then, in we go...
core:
hq unit
5 BA-3 (for Recon - poss upgrading)
5 BT-5 light tanks (To be upgraded to T-34 hopefully)
3 T-34 m.40
2 85mm AA guns and 2 Yag-6s to move em (see if they work like 88s...?)
3 motorcycles
4 engineer squads
4 maxim units
4 76.2mm Inf Guns
5 T-26 m.33 Tanks
2 Komsomolets for trans the inf guns
4 rifle squads
4 76.2mm AA m.38 (for the luftwafffe)
3 conscripts squads (loose change)
right then, in we go...