Thoughts on 1.60 beta patch

Commander - The Great War is the latest release in the popular and playable Commander series of historical strategy games. Gamers will enjoy a huge hex based campaign map that stretches from the USA in the west, Africa and Arabia to the south, Scandinavia to the north and the Urals to the east on a new engine that is more efficient and fully supports widescreen resolutions.
Commander – The Great War features a Grand Campaign covering the whole of World War I from the invasion of Belgium on August 5, 1914 to the Armistice on the 11th of November 1918 in addition to 16 different unit types including Infantry, Cavalry, Armoured Cars and Tanks, Artillery, Railroad Guns and Armoured Trains and more!

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Hellfirejet
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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

Ah ! I see what you mean, easy fix I will give Constantinople a port hex in the black sea,then problem solved you think ?[;)]
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RE: Thoughts on 1.60 beta patch

Post by operating »

ORIGINAL: kirk23

Ah ! I see what you mean, easy fix I will give Constantinople a port hex in the black sea,then problem solved you think ?[;)]

It would make Suprass HAPPY!
How about a Turkish Sub (add 1 PP to cover cost to Turkey)? Would that mean that Constantinople would have 2 ports?
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RE: Thoughts on 1.60 beta patch

Post by operating »

Kirk,

There references to a Turk WW 1 sub.. Not a fleet of them, maybe a 5 strength unit could do the trick. The only reason I go on about a Turk sub, is that there is no port historically on the Black Sea side of Constantinople.

http://en.wikipedia.org/wiki/World_War_ ... man_Empire

Bob

<edit> Alternative: Put a German or AH sub in Turkey waters when Turkey enters, much like the German armored cruiser.
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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

ORIGINAL: operating

Kirk,

There references to a Turk WW 1 sub.. Not a fleet of them, maybe a 5 strength unit could do the trick. The only reason I go on about a Turk sub, is that there is no port historically on the Black Sea side of Constantinople.

http://en.wikipedia.org/wiki/World_War_ ... man_Empire

Bob

<edit> Alternative: Put a German or AH sub in Turkey waters when Turkey enters, much like the German armored cruiser.

Turkey did not really have any Submarines in world war 1 of her own, so the best solution is to place another port in the Black sea next to Constantinople, I have also positioned the Turkish Light Cruiser in this port hex for all the scenarios in the game,this should stop the Entente gamey ploy of placing a cruiser unit next to Constantinople before Turkey officially jouns the war.


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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

I know Turkey does not have a port in the Black sea at Constantinople, but this is only a game, and this solution is the best one to guarantee that Constantinople, can be successfully defended against naval bombardment during the war.[;)]
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RE: Thoughts on 1.60 beta patch

Post by operating »

ORIGINAL: kirk23

I know Turkey does not have a port in the Black sea, but this is only a game, and this solution is the best one to guarantee that Constantinople, can be successfully defended against naval bombardment during the war.[;)]
Hey, I play the game both ways, not just one way! Yes, when I had Constantinople it was getting pounded, but when I slipped a sub under the Russian fleet, then attacked the Russian armored cruiser (in my green dot hexes) the pounding came to an abrupt end. What this does is allows more action in the game and also to be vigilant. Otherwise putting a port there will make the Black Sea a real "bore" IMHO. By putting in a Black Sea port would put a fleet there the ability to protect Samsun port, thus the Russian Black Sea Fleet would become impotent, just about useless. The only time that fleet could jump into action would be when it realizes the Turk cruiser and German Armored Cruiser go on a foray in the Mediterranean, otherwise the fleets would just sit there for years sucking up PP..
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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

ORIGINAL: operating
ORIGINAL: kirk23

I know Turkey does not have a port in the Black sea, but this is only a game, and this solution is the best one to guarantee that Constantinople, can be successfully defended against naval bombardment during the war.[;)]
Hey, I play the game both ways, not just one way! Yes, when I had Constantinople it was getting pounded, but when I slipped a sub under the Russian fleet, then attacked the Russian armored cruiser (in my green dot hexes) the pounding came to an abrupt end. What this does is allows more action in the game and also to be vigilant. Otherwise putting a port there will make the Black Sea a real "bore" IMHO. By putting in a Black Sea port would put a fleet there the ability to protect Samsun port, thus the Russian Black Sea Fleet would become impotent, just about useless. The only time that fleet could jump into action would be when it realizes the Turk cruiser and German Armored Cruiser go on a foray in the Mediterranean, otherwise the fleets would just sit there for years sucking up PP..


I hear you and understand your concerns regarding the Russian fleet being impotent in the Black sea, but adding a port for Turkey in the Black sea, does not make the Russian fleets useless, they can be used throughout the war to assist amphibious landings against Turkey giving land units a supply source, also Russia has a Submarine that could be used to monitor if Turkey moves its surface units from its port location near Constantinople, and if Turkey does move its protecting fleet, then Russia can still bombard Constantinople.[;)]

Regarding this new port, I have just done a few test runs to see what the naval AI does, if I bombard Constantinople with my Russian Pre-Dreadnought fleet, and the AI allows 2 bombardments before the defending fleet in the port hex, attacks the Russian Pre-Dreadnought, and as you can see from the screen shot, the Turkish Light Cruiser fleet took 1 point of strength damage, and inflicted 3 damage too the Pre-Dreadnought.[8D]

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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

Turkey has a port at Samsun in the Black sea, and this does not stop Russian fleets bombarding if they want to, plus if Bulgaria is in the war,the Russian fleets in the Black sea, can be employed against Bulgarian coastal targets, like the Cities off Varna and Constanta,they are also needed to defend Russia own coastal Cities in the Black sea against attacks by Central Powers surface fleets.[;)]
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RE: Thoughts on 1.60 beta patch

Post by Hellfirejet »

ORIGINAL: kirk23

ORIGINAL: operating
ORIGINAL: kirk23

I know Turkey does not have a port in the Black sea, but this is only a game, and this solution is the best one to guarantee that Constantinople, can be successfully defended against naval bombardment during the war.[;)]
Hey, I play the game both ways, not just one way! Yes, when I had Constantinople it was getting pounded, but when I slipped a sub under the Russian fleet, then attacked the Russian armored cruiser (in my green dot hexes) the pounding came to an abrupt end. What this does is allows more action in the game and also to be vigilant. Otherwise putting a port there will make the Black Sea a real "bore" IMHO. By putting in a Black Sea port would put a fleet there the ability to protect Samsun port, thus the Russian Black Sea Fleet would become impotent, just about useless. The only time that fleet could jump into action would be when it realizes the Turk cruiser and German Armored Cruiser go on a foray in the Mediterranean, otherwise the fleets would just sit there for years sucking up PP..


I hear you and understand your concerns regarding the Russian fleet being impotent in the Black sea, but adding a port for Turkey in the Black sea, does not make the Russian fleets useless, they can be used throughout the war to assist amphibious landings against Turkey giving land units a supply source, also Russia has a Submarine that could be used to monitor if Turkey moves its surface units from its port location near Constantinople, and if Turkey does move its protecting fleet, then Russia can still bombard Constantinople.[;)]

Regarding this new port, I have just done a few test runs to see what the naval AI does, if I bombard Constantinople with my Russian Pre-Dreadnought fleet, and the AI allows 2 bombardments before the defending fleet in the port hex, attacks the Russian Pre-Dreadnought, and as you can see from the screen shot, the Turkish Light Cruiser fleet took 1 point of strength damage, and inflicted 3 damage too the Pre-Dreadnought.[8D]

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I have moved the port near Constantinople within the Dardanelles, and repositioned it on the Black sea


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RE: Thoughts on 1.60 beta patch

Post by suprass81 »

If you want to have some sea action and makeing russians fleet more usefull at the begining of war germans fleet (Goeben and Breslau) can be deplayed in AH waters. Than Cp player should decide to send it to aid Ottomans against russians Black Sea fleet or to leave it to support defending Serbians costal line and attacking convoys... But if so there must be a chance to bypass french/british Med fleet to reach Consantinople.
This change and removeing port hex can be fair- Russians still will have a chance to make some bombardment to Consatinople.
What do you think?
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RE: Thoughts on 1.60 beta patch

Post by operating »

ORIGINAL: kirk23

ORIGINAL: operating
ORIGINAL: kirk23

I know Turkey does not have a port in the Black sea, but this is only a game, and this solution is the best one to guarantee that Constantinople, can be successfully defended against naval bombardment during the war.[;)]
Hey, I play the game both ways, not just one way! Yes, when I had Constantinople it was getting pounded, but when I slipped a sub under the Russian fleet, then attacked the Russian armored cruiser (in my green dot hexes) the pounding came to an abrupt end. What this does is allows more action in the game and also to be vigilant. Otherwise putting a port there will make the Black Sea a real "bore" IMHO. By putting in a Black Sea port would put a fleet there the ability to protect Samsun port, thus the Russian Black Sea Fleet would become impotent, just about useless. The only time that fleet could jump into action would be when it realizes the Turk cruiser and German Armored Cruiser go on a foray in the Mediterranean, otherwise the fleets would just sit there for years sucking up PP..


I hear you and understand your concerns regarding the Russian fleet being impotent in the Black sea, but adding a port for Turkey in the Black sea, does not make the Russian fleets useless, they can be used throughout the war to assist amphibious landings against Turkey giving land units a supply source, also Russia has a Submarine that could be used to monitor if Turkey moves its surface units from its port location near Constantinople, and if Turkey does move its protecting fleet, then Russia can still bombard Constantinople.[;)]

Regarding this new port, I have just done a few test runs to see what the naval AI does, if I bombard Constantinople with my Russian Pre-Dreadnought fleet, and the AI allows 2 bombardments before the defending fleet in the port hex, attacks the Russian Pre-Dreadnought, and as you can see from the screen shot, the Turkish Light Cruiser fleet took 1 point of strength damage, and inflicted 3 damage too the Pre-Dreadnought.[8D]

Image

I don't know if Suprass put it in his AAR about the Russian armored cruiser getting sunk outside Constantinople by the Turk and German cruisers or not, plus damaged the Russian pre-dreadnaught. His mistake at the time: was not having completely blocked the Straights while bombarding Constantinople. When I say the "fleets" are impotent, meaning there is not much for them to do, for which I would agree with you on that one, plus the CP navy there would have relatively little to do also, except they have the access to go in different directions. To do an amphibious landing at Samsun by the Russians, would practically be suicidal (green dots) with a new Black Sea port (within striking distance). What I usually would do is: put both CP cruisers on the Black Sea side of Constantinople; one, to protect city, two, to be in assist posture in case of an attack on Samsun. Three, the Russians would be highly foolish to attack them in green dot hexes. So I'm still a little perplexed by this new port, but on the other hand, I do see the merit to it. Another thought is: placing cruisers outside Constantinople "before" Turkey enters.
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RE: Thoughts on 1.60 beta patch

Post by suprass81 »

ORIGINAL: operating

ORIGINAL: kirk23

ORIGINAL: operating


Hey, I play the game both ways, not just one way! Yes, when I had Constantinople it was getting pounded, but when I slipped a sub under the Russian fleet, then attacked the Russian armored cruiser (in my green dot hexes) the pounding came to an abrupt end. What this does is allows more action in the game and also to be vigilant. Otherwise putting a port there will make the Black Sea a real "bore" IMHO. By putting in a Black Sea port would put a fleet there the ability to protect Samsun port, thus the Russian Black Sea Fleet would become impotent, just about useless. The only time that fleet could jump into action would be when it realizes the Turk cruiser and German Armored Cruiser go on a foray in the Mediterranean, otherwise the fleets would just sit there for years sucking up PP..


I hear you and understand your concerns regarding the Russian fleet being impotent in the Black sea, but adding a port for Turkey in the Black sea, does not make the Russian fleets useless, they can be used throughout the war to assist amphibious landings against Turkey giving land units a supply source, also Russia has a Submarine that could be used to monitor if Turkey moves its surface units from its port location near Constantinople, and if Turkey does move its protecting fleet, then Russia can still bombard Constantinople.[;)]

Regarding this new port, I have just done a few test runs to see what the naval AI does, if I bombard Constantinople with my Russian Pre-Dreadnought fleet, and the AI allows 2 bombardments before the defending fleet in the port hex, attacks the Russian Pre-Dreadnought, and as you can see from the screen shot, the Turkish Light Cruiser fleet took 1 point of strength damage, and inflicted 3 damage too the Pre-Dreadnought.[8D]

Image

I don't know if Suprass put it in his AAR about the Russian armored cruiser getting sunk outside Constantinople by the Turk and German cruisers or not, plus damaged the Russian pre-dreadnaught. His mistake at the time: was not having completely blocked the Straights while bombarding Constantinople. When I say the "fleets" are impotent, meaning there is not much for them to do, for which I would agree with you on that one, plus the CP navy there would have relatively little to do also, except they have the access to go in different directions. To do an amphibious landing at Samsun by the Russians, would practically be suicidal (green dots) with a new Black Sea port (within striking distance). What I usually would do is: put both CP cruisers on the Black Sea side of Constantinople; one, to protect city, two, to be in assist posture in case of an attack on Samsun. Three, the Russians would be highly foolish to attack them in green dot hexes. So I'm still a little perplexed by this new port, but on the other hand, I do see the merit to it. Another thought is: placing cruisers outside Constantinople "before" Turkey enters.
Placing both Ottomans and Germans fleets in the Black Sea to secure Constntinople would fix this problem to...
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RE: Thoughts on 1.60 beta patch

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I forgot to mention that I have corrected the entrenchment level in the desert,it is now zero![:)]

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RE: Thoughts on 1.60 beta patch

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ORIGINAL: kirk23

I forgot to mention that I have corrected the entrenchment level in the desert,it is now zero![:)]

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Personally, I preferred that a desert hex stay a natural terrain entrenchment factor of "2", plus whatever a unit's entrenchment ability. Included with post is the terrain information window SS. Don't be confused, that I was remarking that the terrain hex entrenchment be altered. To me, that hex in particular, is a "very important hex". The E AI wants it, and especially if the British want it in MP. After all, the dune hexes are already at "0" entrenchment.



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RE: Thoughts on 1.60 beta patch

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ORIGINAL: kirk23

I forgot to mention that I have corrected the entrenchment level in the desert,it is now zero![:)]

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Great!
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RE: Thoughts on 1.60 beta patch

Post by operating »

Suprass wrote;

Great!


Oh Gee! Suprass is salivating already! He cannot wait to bring the Big Guns to pound that position![:D]
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RE: Thoughts on 1.60 beta patch

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Kirk,

The Commanders have been excellent for conditions for release, however, there have been a few exceptions....

Bob


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RE: Thoughts on 1.60 beta patch

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ORIGINAL: operating

Kirk,

The Commanders have been excellent for conditions for release, however, there have been a few exceptions....

Bob


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RE: Thoughts on 1.60 beta patch

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Kirk,

Saved SS from turn 29 MP match (not suprass), The French have started the turn with a "pillbox tech", as shown in SS, however, the entrenchment level of French infantry had not changed from a 3 level of entrenchment from last turn, matter of fact the British infantry next to the French infantry has level 3 entrenchment "with no pill box tech"[&:] I GET THE FEELING THAT THESE TECHS ARE NOT WORKING! The concrete bunker tech is up next, Am I to expect the same results?[&:] Is developing these techs a waste of time or what?[&:]

Concerned, Bob[:(]


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RE: Thoughts on 1.60 beta patch

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ORIGINAL: operating

Kirk,

Saved SS from turn 29 MP match (not suprass), The French have started the turn with a "pillbox tech", as shown in SS, however, the entrenchment level of French infantry had not changed from a 3 level of entrenchment from last turn, matter of fact the British infantry next to the French infantry has level 3 entrenchment "with no pill box tech"[&:] I GET THE FEELING THAT THESE TECHS ARE NOT WORKING! The concrete bunker tech is up next, Am I to expect the same results?[&:] Is developing these techs a waste of time or what?[&:]

Concerned, Bob[:(]


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Here is the opening turn window


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