B41 mod v.5.9
Posted: Sat Jun 15, 2019 9:00 pm
With version 5.8 I wondered what giving the Soviets the strategic bias of "Berserk" would do to the game so I did a mod on one of my previous mods and added an event to set the Soviet Strategic Bias to "Berserk" on turn 1. If you start a game you should start the game with the Soviets being played by the computer so that all the turn 1 events will fire properly.
Now I've noticed that all the HQ units have a range of 1 but there's no organic arty so there's no justification for the range of 1. So I added some 150mm howitzers to the HQ units of both sides. And I'm calling the new mod v.5.9.
I'm still on turn 1 of my playtest of this scenario so I have no idea how it will effect the game but you guys are welcome to playtest it too. It's a small scenario, few units, 40 turns, minimal map scrolling. This is the scenario I go to when I have 15 minutes to waste before I receive some moves from an opponent. It's a beer and pretzel kind of game.
EDIT: I've discovered ( through my playtesting ) that the Rumanians are active too soon so I need to fix it some more. Or maybe you like it that the Axis minors are active from the start.....
Disreguard this version.
Now I've noticed that all the HQ units have a range of 1 but there's no organic arty so there's no justification for the range of 1. So I added some 150mm howitzers to the HQ units of both sides. And I'm calling the new mod v.5.9.
I'm still on turn 1 of my playtest of this scenario so I have no idea how it will effect the game but you guys are welcome to playtest it too. It's a small scenario, few units, 40 turns, minimal map scrolling. This is the scenario I go to when I have 15 minutes to waste before I receive some moves from an opponent. It's a beer and pretzel kind of game.
EDIT: I've discovered ( through my playtesting ) that the Rumanians are active too soon so I need to fix it some more. Or maybe you like it that the Axis minors are active from the start.....
Disreguard this version.