Changes in the next public beta now in test
Moderators: Joel Billings, elmo3, Sabre21
RE: Changes in the next public beta now in test
I think wac means the normal doubling of defensive CV in light woods for example. Not as additional blizzard alleviating bonus.
RE: Changes in the next public beta now in test
Indeed. This is reflected in my first post on this. The modifiers cap out at 100%
The second post was to try and give a feel for the combined effect of terrain and forts because they both effect the blizzard modifier too, unlike before where some terrain only helped with preventing morale loss and avoiding attrition(as regards to blizzard effects)
The second post was to try and give a feel for the combined effect of terrain and forts because they both effect the blizzard modifier too, unlike before where some terrain only helped with preventing morale loss and avoiding attrition(as regards to blizzard effects)
Tom
RE: Changes in the next public beta now in test
How will this impact the Soviet player who builds 3 sapper regiments per Army? Will they be even more effective? I can see this and the Soviet ability to build unlimited support units having an impact.22. Fixed many bugs causing leader rolls to fail for support units.
RE: Changes in the next public beta now in test
Support units attached to HQs were only partially less effective. This fix mostly affects support units attached to combat units and cities, which were completely ineffective.
- jayemcee555
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RE: Changes in the next public beta now in test
So,I'm having trouble understanding the new blizzard set-up...looking for some clarification.The "RBE" option is in addition to the Mitigation of 1st winter rules? eg in a size 4 town the highest manpower unit will have improved CV as well as less damage?
A town which is in forest or rough terrain will still get the defensive bonus? or only the improved CV.
On the face of it,this looks like a good update as I found blizzard to be daunting,to say the least(as an Axis player)
A town which is in forest or rough terrain will still get the defensive bonus? or only the improved CV.
On the face of it,this looks like a good update as I found blizzard to be daunting,to say the least(as an Axis player)
RE: Changes in the next public beta now in test
Yes, most of the first winter rules are not touched by RBE, only CV modifiers, and the combat morale drop. The cities are pretty good strongpoints, the problem is they can be cut off, so a good defensive line must consist of as many strongpoints as possible, with just perhaps a single weaker hex between them (which can be counterattacked).
- Joel Billings
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RE: Changes in the next public beta now in test
Matrix hopes to get this patch uploaded as a public beta tomorrow (Friday).
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Changes in the next public beta now in test
Just to be clear, can we update ongoing games with the more gentle blizzard option?
RE: Changes in the next public beta now in test
Support units attached to HQs were only partially less effective. This fix mostly affects support units attached to combat units and cities, which were completely ineffective.
Ugh - so it helps the Germans in 1941 but after the Russians start building corps then it helps them because they can attach three combat SUs to every corps (one of which should be a sapper regiment) because they can build unlimited SUs for almost no APs.
As you say - an interesting fix.
RE: Changes in the next public beta now in test
Yes, initially this favours the German side, in late war the Soviets (in my own PBEM I have 1 million men in support units). It will be interesting to see if now those heavy tank battalions really give boost to German divisions, both CV- and fire-wise.
RE: Changes in the next public beta now in test
ORIGINAL: darbymcd
Just to be clear, can we update ongoing games with the more gentle blizzard option?
Unfortunately no... unless it's a game vs AI, I think.
RE: Changes in the next public beta now in test
If it is an AI game - no pbem or server involved, then you can change the options of the game at any time. This means that you could then enable the Mild Winter option into your existing game.
RE: Changes in the next public beta now in test
Congratulations to Morvael! [:)]
Adding the elements relating to the efficiency of air dropping could make the game more interesting. Personally I am not affected by the forbidding of air dropping of LBs, as I have also played a good game in which we have the house rule of forbidding air dropping of level bombers. The transport planes carried the majority of loads anyway. So I guess with other amendments this new patch would make the GHC stronger than previous patches. But in general, the SHC would still have the upper hand if the two players are well matched. I kind of agree that the key element of the superiority of SHC side is its ability to evacuate industry. And industry is the key for a long term war in this game. So the result of the game is still very likely to be decided in the 1941 offence of GHC; a good opening is still very important for the GHC, and it must keep the initiative throughout the first year.
Taking into account of the effects of towns in the combat system is also a great improvement! I hope the bridges could also be added into the game, which would make the game very interesting. In current patches, the MP costs of crossing the river in friendly area is still too high unless having a rail bridge, but the troops don't need a rail bridge, just a bridge is OK, and that was commonly used in the war.
Adding the elements relating to the efficiency of air dropping could make the game more interesting. Personally I am not affected by the forbidding of air dropping of LBs, as I have also played a good game in which we have the house rule of forbidding air dropping of level bombers. The transport planes carried the majority of loads anyway. So I guess with other amendments this new patch would make the GHC stronger than previous patches. But in general, the SHC would still have the upper hand if the two players are well matched. I kind of agree that the key element of the superiority of SHC side is its ability to evacuate industry. And industry is the key for a long term war in this game. So the result of the game is still very likely to be decided in the 1941 offence of GHC; a good opening is still very important for the GHC, and it must keep the initiative throughout the first year.
Taking into account of the effects of towns in the combat system is also a great improvement! I hope the bridges could also be added into the game, which would make the game very interesting. In current patches, the MP costs of crossing the river in friendly area is still too high unless having a rail bridge, but the troops don't need a rail bridge, just a bridge is OK, and that was commonly used in the war.
RE: Changes in the next public beta now in test
ORIGINAL: morvael
You guys focus too much on change number 1) and 2). Actually for me 22) is the biggest improvement since 1.0
24) and 33) are also great for Axis player.
Indeed 24) is huge for Axis. Turn 2 and far better MPs on average than before. None of motorized units is below 40 MPs(most have 46-50). Also many more IDs have 16 MPs. At least I hope that it is not just luck but passed dice rolls on OKH level.
Code: Select all
24. Fixed command point bonus for O.K.H. to be unlimited (instead of 900).RE: Changes in the next public beta now in test
I think 24 is actually not that great, because I was basing my comment on STAVKA's CP usage, and this goes over 900 easily. Unless you split all your divisions to regiments, I don't see Axis player having more than 900 CP.
RE: Changes in the next public beta now in test
I totally forgot that OKH is not above the command limit. Suppose that I was only lucky.
RE: Changes in the next public beta now in test
Very nice changes. I look forward to trying them out!
- BletchleyGeek
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RE: Changes in the next public beta now in test
I'm delighted to read about these changes and to see Morvael helping the 2by3 team to maintain WitE [:)]
I don't know if my advice is wanted or useful any more, I haven't really kept an eye on WitE for over a year, but I'd advise to look at the following, that looks as low-hanging fruits to me:
[*] Add a "No surprise for the AGS" option matching the "Reduced Blizzard Effects" as Flavio tirelessly suggests. This could be as simple as restricting the penalties on simple geographic boundaries.
[*] Increase the MP's of Tank Divisions so that the SU player can use them to launch at least one Deliberate Attack with them if they don't need to traverse enemy held hexes. The morale penalties to movement across enemy territory should prevent them from "running in circles" in the German rear.
[*] Add a hard cap on the amount of industry points that can be evacuated from a city in one turn based on the number of rail points produced by the city. Increase significantly the costs of evacuating aircraft and afv factories.
[*] Change build-up mechanics so that the motor pool is affected in a way proportional to the amount of fuel and general supply required to top-up the units affected by the build-up. Remove the automatic 100% MP thing.
[*] Increase the attrition of trucks depending on the number of MP's they need to traverse from the nearest railhead to the unit they're supplying.
[*] Change scoring in campaigns so the player that holds the VP the longer gets rewarded.
I don't know if my advice is wanted or useful any more, I haven't really kept an eye on WitE for over a year, but I'd advise to look at the following, that looks as low-hanging fruits to me:
[*] Add a "No surprise for the AGS" option matching the "Reduced Blizzard Effects" as Flavio tirelessly suggests. This could be as simple as restricting the penalties on simple geographic boundaries.
[*] Increase the MP's of Tank Divisions so that the SU player can use them to launch at least one Deliberate Attack with them if they don't need to traverse enemy held hexes. The morale penalties to movement across enemy territory should prevent them from "running in circles" in the German rear.
[*] Add a hard cap on the amount of industry points that can be evacuated from a city in one turn based on the number of rail points produced by the city. Increase significantly the costs of evacuating aircraft and afv factories.
[*] Change build-up mechanics so that the motor pool is affected in a way proportional to the amount of fuel and general supply required to top-up the units affected by the build-up. Remove the automatic 100% MP thing.
[*] Increase the attrition of trucks depending on the number of MP's they need to traverse from the nearest railhead to the unit they're supplying.
[*] Change scoring in campaigns so the player that holds the VP the longer gets rewarded.
RE: Changes in the next public beta now in test
Perhaps I misunderstood the manual, but with the blizzard effects running through March 42
Morale only goes through February.



