Barbarossa revived with 1.4

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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gwgardner
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Barbarossa revived with 1.4

Post by gwgardner »

BattlevonWar and I are playing the Barbarossa campaign with 1.4 and have gotten to late June '42.

I think both of us are very pleased with the historical feel of the Eastern Front now, in which the Germans get their early summer of '41 blitz, and approach to the gates of the three major goals, north, center, and south. And the Russians have to deal with early moral losses in efficiency, but with a degree of resilience giving them some hope.

By the last part of the '41 campaigning season, the question was in doubt - would the Germans be able to capture Moscow? Leningrad? Rostov? Or would the Russkies be able to stiffen their defense, and even offer a counterpunch?

Playing the Russians I have at no time felt really secure, but I have also not felt like 'oh, this is ridiculous, it'a s cake walk for the Germans.' I have been forced to rely on masses of infantry, my armor has been used only sparingly, and usually to my regret, and the Germans have finally, in early '42 practically destroyed my air force, but while it existed, it was used to good purpose in anti-tank roles primarily.

Kudos to Wastelands - at least in multiplayer, the Eastern Front is a real game. I'm eager to try it against the Russian AI with 1.4.

Now, with Kudos given, I beg Wastelands to do a 1.5 in which some solution to the convoy routing is given. Either:
1) player routing of convoys (at the very least no more Bay of Biscay!)
2) a toggle for each convoy - go around the Horn or through the med
3) an MSS in Cairo or Suez.

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Rasputitsa
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RE: Barbarossa revived with 1.4

Post by Rasputitsa »

ORIGINAL: gwgardner
BattlevonWar and I are playing the Barbarossa campaign with 1.4 and have gotten to late June '42.

I think both of us are very pleased with the historical feel of the Eastern Front now, in which the Germans get their early summer of '41 blitz, and approach to the gates of the three major goals, north, center, and south. And the Russians have to deal with early moral losses in efficiency, but with a degree of resilience giving them some hope.

By the last part of the '41 campaigning season, the question was in doubt - would the Germans be able to capture Moscow? Leningrad? Rostov? Or would the Russkies be able to stiffen their defense, and even offer a counterpunch?

Playing the Russians I have at no time felt really secure, but I have also not felt like 'oh, this is ridiculous, it'a s cake walk for the Germans.' I have been forced to rely on masses of infantry, my armor has been used only sparingly, and usually to my regret, and the Germans have finally, in early '42 practically destroyed my air force, but while it existed, it was used to good purpose in anti-tank roles primarily.

Kudos to Wastelands - at least in multiplayer, the Eastern Front is a real game. I'm eager to try it against the Russian AI with 1.4.

Now, with Kudos given, I beg Wastelands to do a 1.5 in which some solution to the convoy routing is given. Either:
1) player routing of convoys (at the very least no more Bay of Biscay!)
2) a toggle for each convoy - go around the Horn or through the med
3) an MSS in Cairo or Suez.

I have resurrected an old saved, game based on Fall Gelb playing in 1.04, but now into the Eastern Front, Axis against the AI. I do use some mods and house rules to make it more of a challenge, but either way, the Soviets are no push-over, especially with all the other priorities on different fronts.

Now, with Kudos given, I beg Wastelands to do a 1.5 in which some solution to the convoy routing is given. Either:
1) player routing of convoys (at the very least no more Bay of Biscay!)
2) a toggle for each convoy - go around the Horn or through the med
3) an MSS in Cairo or Suez.


+1 on this.
"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon
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Magpius
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RE: Barbarossa revived with 1.4

Post by Magpius »

agreed; round the game of neatly with a 1.5 patch with convoy routing.
(if there is no official reply here, perhaps we could make some noise on their facebook page[:'(] )

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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baloo7777
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RE: Barbarossa revived with 1.4

Post by baloo7777 »

ORIGINAL: gwgardner
Now, with Kudos given, I beg Wastelands to do a 1.5 in which some solution to the convoy routing is given. Either:
1) player routing of convoys (at the very least no more Bay of Biscay!)
2) a toggle for each convoy - go around the Horn or through the med
3) an MSS in Cairo or Suez.

A hearty +1 on this, also!
JRR
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doomtrader
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RE: Barbarossa revived with 1.4

Post by doomtrader »

You are more than welcome to make some noise here and there.

I'm really happy that you have liked the changes implemented in 1.4.

I will do my best to find some time and take a good look on the convoys issue as soon a possible.
gwgardner
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RE: Barbarossa revived with 1.4

Post by gwgardner »

Good to hear that, doomtrader. of course add to the list for 1.5 a review of all scenario files to make sure they are updated - I believe they may be the cause of the reported crashes.

Could an MSS in Cairo or Suez be a feature that could be toggled on or off at game setup time?

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baloo7777
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RE: Barbarossa revived with 1.4

Post by baloo7777 »

Just wanted to say that with 1.4, a PBEM game in Lightening War started out with me as Allies and feeling in the first half of it like I was going to lose handily, especially with the loss of Gibralter. The tide began to turn in the Allies favor in 1943, and in 1944 I think the Axis is struggling to hold off the onslaught. I am not sure the Allies can completely take all the Axis territory by the last turn (it is around turn 53 of 70 now), but I think the game is balanced enough, with the Axis subs putting a hurting on the Allies, and the Allies combined production basically giving the better equipped Wehrmacht fits and hordes of Ruskies! Don't know if my opponent feels this description is accurate or not, but it has been a lot of fun playing this scenario on 1.4!
JRR
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Steely Glint
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RE: Barbarossa revived with 1.4

Post by Steely Glint »

Doomtrader:

Can you also get us an editor that works upon installation in Windows 7, please?
“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.
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doomtrader
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RE: Barbarossa revived with 1.4

Post by doomtrader »

We are hoping to close Fall Weiss development this week, so we can spent some more time on the editor during the next one.
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Rasputitsa
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RE: Barbarossa revived with 1.4

Post by Rasputitsa »

ORIGINAL: doomtrader
We are hoping to close Fall Weiss development this week, so we can spent some more time on the editor during the next one.

If the editor could be made more reliable and user friendly it would be a big step to getting this game to lift off like CEAW. There is a lot of talent in the community that could deal with many of the small scale scenario problems, that add up to a lot of the frustration players are experiencing. There is a really great game here, but the editor (and convoy routeing) is holding it back. [:)]
"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon
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