so nice of you to come. Sit, sit, please make youself at home!
To cap off the KZ SC3 AAR trilogy we will showcase crispy131313 Fall Weiss II mod 9.1.
Both Stranger09 and I have never played it so we go in blind(ish, in my case I read the AARs featuring it) and I will resist my instinct to look at all the script code so that no surprise is spoiled.
Since my opponent is also a SC1 veteran I initially thought I could have a little fun and try to replicate the cookie cutter strategy of that time within the mod and see how it would fared (Likely terrible because it entailed invading Spain and Sweden [:D]) but ultimately, i decided against because it would take the show a bit too much off-road and fail to showcase the mod as it deserve.
I will try to mix in some impression and feedback as well as crispy mentioned liking any retroaction he could get.
==Q&A==
Why 9.1 when a more recent version of the mod is available?
-Because I'm a lazy dad so I went with the version available on the community pack (as updated by steam). Probably still the second most played version I see on the server (after the original '39 scenario from the base game).
Who's playing Axis?
-I am. I have more experience with SC 3 (I think) so it make sense that I take the tougher role.
Are you planning diplomatic shenanigans again?
-Yes. This mod introduce many diplomatic option which should keep me happy. I'll try something I've not previously seen done in Fall Weiss AARs though. So we'll see if it unlocks some decision not seen before. Exciting!
On to the game!
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A bit of a chaotic start, as the initial load up is different from the base game. When and how to use division size units will require some trial and errors. Already offered some decisions, the writing is crisp on par with decision from the base game (not all mods can say the same).

What my offence lacked in style at least was made up in efficiency, as Poland eventually fell on turn 2.