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waw v33

Posted: Tue Apr 29, 2008 3:07 am
by tweber
I just added v33 to the scenario bank. This was built off of WAW 32a1 - thanks for all the inputs. Here are the changes:

- Players can no longer directly build capital ships (CG, BB, CV). Instead, they must build hulls. A hull cannot move and has no power points (so it cannot be used for garison purposes on the East front). There is a 10% chance each turn that a CG hull becomes a CG, a BB hull becomes a BB, and a CV hull becomes a CV. So ships will now have a 10 month mean time to complete.

- The China supply bonus was not meant as US aid but meant to represent that the Chinese did not need as much supply. So, I took away the message that was added.

- The Soviets can only build conscripts once the war with Germany starts. They also don't get the 500 conscript bonus when the war starts.

My personal preference is that I like artillery with a range of 1 and with counterbattery on. It provides incentives to spread out artillery. However, feel free to tweek the scenario to your personal tastes.

RE: waw v33

Posted: Tue Apr 29, 2008 1:32 pm
by Joshuatree
Good heavens man, I'm still at v27... [;)]
 
"There is a 10% chance each turn that a CG hull becomes a CG, a BB hull becomes a BB, and a CV hull becomes a CV. So ships will now have a 10 month mean time to complete"
Does that mean still 10% chance at turn 10?? or 100% chance at turn 10? 

RE: waw v33

Posted: Tue Apr 29, 2008 5:59 pm
by tweber
It is a 10% chance each turn.  It would be very difficult to attach state to a hull.  Statistically, the average number of turns would be 10.  However, it could come earlier or later.
 
 

RE: waw v33

Posted: Tue Apr 29, 2008 8:49 pm
by seille
10 month time to complete the bigs ships is ok.
Will i get additional shipyards to build some of them same time ?
 
How this will work in detail?
Can i buy some hulls in London and then get 2 BB and a CV 10 month´s later
or always only one ship ?
Will it block the other production slots ?

RE: waw v33

Posted: Tue Apr 29, 2008 10:00 pm
by IRONCROM
That actually sounds like a pretty cool idea.
 
 Sounds like the production cost will be the same, it's just the time it takes to finish will be delayed?
If your port has enough production to build 2 CG's in one turn then the port will build 2 empty hulls in one turn but the hulls won't actually become CG's til around 10 turns. On the next turn after you build the hulls you can build something else. Maybe one battleship. You will be able to build just as fast just have a longer wait til you get the finish product. If understand this correctly.

RE: waw v33

Posted: Tue Apr 29, 2008 10:22 pm
by JAMiAM
ORIGINAL: IRONCROM
Sounds like the production cost will be the same, it's just the time it takes to finish will be delayed?
Correct.
ORIGINAL: IRONCROM
If your port has enough production to build 2 CG's in one turn then the port will build 2 empty hulls in one turn but the hulls won't actually become CG's til around 10 turns.
The mean time (average) will be 10 turns. It could come on line the very next turn. It could possibly never leave the slipway. It's a bit like flipping a coin each turn, for each hull, to see if it becomes a ship by landing heads. Only, this coin isn't a fair coin. On the average, it only lands heads-up one toss in ten.
ORIGINAL: IRONCROM
On the next turn after you build the hulls you can build something else. Maybe one battleship. You will be able to build just as fast just have a longer wait til you get the finish product. If understand this correctly.
There will be a definite delay. Tom has added some "shipyard" counters with various numbers of hulls for the major powers, to get them ramped up a little.

RE: waw v33

Posted: Wed Apr 30, 2008 3:35 am
by tweber
10 month time to complete the bigs ships is ok.
Will i get additional shipyards to build some of them same time ?

How this will work in detail?
Can i buy some hulls in London and then get 2 BB and a CV 10 month´s later
or always only one ship ?
Will it block the other production slots ?

There are no additional shipyards. However, a production site like London can build more than 1 hull per turn. Each hull has a 10% chance of getting complete. So if you have 10 hulls across your regime, you could have 0-10 promoted the next turn with the mean being 1.

RE: waw v33

Posted: Thu May 01, 2008 5:46 pm
by Grymme
Does this incorporate the changes in waw32a2 ?
 
Its starting to be a litte confusing with all these patches... although i am very happy for the extensive work being done.

RE: waw v33

Posted: Thu May 01, 2008 6:09 pm
by seille
@Tom does aircraft have now a realistic range so late war bombers (and fighters)
can reach Berlin from London ?
 
The very low ranges for planes are annoying in v32.
 
 

RE: waw v33

Posted: Thu May 01, 2008 8:25 pm
by IRONCROM
Agreed.
 
 Since seille and I have pleaded our case on this issue most of the other players involved in the discussion have agreed that longer air range in WAW is a good idea.

RE: waw v33

Posted: Fri May 02, 2008 1:51 am
by tweber
v33 was built off of 32a2.  I am thinking about making a long range bomber as a new unit.  Also, I need to fix cv air so they intercept.

RE: waw v33

Posted: Fri May 02, 2008 2:33 am
by rickier65
ORIGINAL: tweber

v33 was built off of 32a2.  I am thinking about making a long range bomber as a new unit.  Also, I need to fix cv air so they intercept.


Tom,

was it built on 32va1 or 32va2? First post references 32va1.

Thanks
Rick

RE: waw v33

Posted: Fri May 02, 2008 3:57 am
by tweber
WAW v33 was built off of 32va2.  I left some of the comments in.
 
I just posted v33a, key changes:
 
- Found bug in hull promotion messages
- Add heavy bombers and heavy bombers II.  They are available at bomber 2 and bomber 3 technology respectively.  They are 50% more expensive than level bombers and have longer range.  The heavy bomber II has a range of 16 so you can now cover all of Europe from London and Southern Italy.  You can also bomb Tokyo from Saipan.
- Fixed carrier air so they now intercept.
- Made an adjustment on the factory cost so it now has a 20 month payback.
- Lowered the level 3 and 4 R&D costs somewhat.

RE: waw v33

Posted: Fri May 02, 2008 5:01 am
by DTomato
I'm willing to playtest this if anyone wants a game.

RE: waw v33

Posted: Fri May 02, 2008 2:06 pm
by Joshuatree
"I am thinking about making a long range bomber as a new unit"
 
I'm in favor of that. The Heinkel, Wellington were medium range bombers, but the Flying Fortresses, Condors and Lancasters had a much longer range.
Thinking of, maybe you could add a fighter/ bomber as well? Like the Typhoon, and Focke Wulf and Messerschmitt bomber versions. They could go on a bombing mission without escort, with a small range and limited bombing capacity.

RE: waw v33

Posted: Fri May 02, 2008 5:24 pm
by von altair
ORIGINAL: tweber

WAW v33 was built off of 32va2.  I left some of the comments in.

I just posted v33a, key changes:

- Found bug in hull promotion messages
- Add heavy bombers and heavy bombers II.  They are available at bomber 2 and bomber 3 technology respectively.  They are 50% more expensive than level bombers and have longer range.  The heavy bomber II has a range of 16 so you can now cover all of Europe from London and Southern Italy.  You can also bomb Tokyo from Saipan.
- Fixed carrier air so they now intercept.
- Made an adjustment on the factory cost so it now has a 20 month payback.
- Lowered the level 3 and 4 R&D costs somewhat.

Very good, just what I was thinking about. I also think that artillery case has to be fixed.
Normal artillery -> 1500 price and decreased stackpoint value. Small offensive value decrease is also needed and maby name can be changed to: Light Artillery. Then we need a new unit called "Heavy Artillery" with current stats but range 1 and 2500 price.
I believe, that we have strong agreement about this.

This will introduce new intresting tactical elements to already excellent scenario.

RE: waw v33

Posted: Fri May 02, 2008 7:33 pm
by IRONCROM
ORIGINAL: tweber

- Add heavy bombers and heavy bombers II.  They are available at bomber 2 and bomber 3 technology respectively.  They are 50% more expensive than level bombers and have longer range.  The heavy bomber II has a range of 16 so you can now cover all of Europe from London and Southern Italy.  You can also bomb Tokyo from Saipan.
- Fixed carrier air so they now intercept.
That sounds good.

Are Fighter IV's capable of flying escort from London to Berlin?

I'm thinking once Germany builds up some fighter formations to protect there Production cities the allies have to be able to fly escort missions to protect these expensive bombers or it will no longer be worth the investment.

RE: waw v33

Posted: Fri May 02, 2008 8:25 pm
by seille
@IRON
I agree absolutely especially since these fat bombers can do ONLY strategic attack.
They won´t cause any damage to ships or land units looking at their stats.
This together with the too limited fighter range will make players thinking twice
to use them or not especially since players have to pay for research first.
 
@Tom
I vote for longer fighter range. At least they should be able to escort bombers from London to Berlin.
I talk about fighter IV of course.
You made the ships 5 times faster for more realism, now pls do the same for planes -> realistic plane ranges finally.
A P51D with drop tanks is no Me 109E. 10 hexes range for fighter IV is far away from realism.

RE: waw v33

Posted: Fri May 02, 2008 9:16 pm
by JAMiAM
It seems that a lot of people have a hard nut for the P-51d as their image of what a Fighter IV should be, but they need to also consider that there are a lot of other planes that would likewise fit into that category that didn't have anywhere near the range of the Mustang. For example, some of the later model FW-190's, Ta-152's, Me-262's, and so on. Automatically granting a longer range based on the example of the P-51d, makes for a lot of other historical and realism issues. I see the creation of a new class of fighter (escort-fighters) as the only way to rectify this dichotomy. Maybe make them a little more expensive and use up more supplies (fuel) so that there is a valid (gamewise) reason to continue to build standard interceptor type fighters.

RE: waw v33

Posted: Fri May 02, 2008 9:23 pm
by IRONCROM
It was quit common for p38's to also fly escort to Berlin. The Zero was also known as a long range fighter.

(other long range fighters of the war: Mig5T range 2280 km's, mig51T range 2500 km's, bf110c range 2400 km's, beaufighter range 2816km's with drop tanks) Had the Germans needed a long range fighter in the late war I'm sure they could have bested the P51d

Besides this every power should have the ability to develope long range fighters.
The Germans had the best subs. but the game gives all players the ability to develope level IV subs.

And I truly do feel that the scenario does a good job of simulating both the short range interceptor and the long range fighter in the fact that the intercept range of the fighter is so much shorter than the attack range.