The Sky’s the Limit- PBEM GC 41 jubjub (Axis) vs. M60A3TTS (Soviet)

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FriedrichII
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Re: The Sky’s the Limit- PBEM GC 41 jubjub (Axis) vs. M60A3TTS (Soviet)

Post by FriedrichII »

M60A3TTS wrote: Mon Aug 18, 2025 8:19 pm
FriedrichII wrote: Thu Aug 14, 2025 8:08 pm This blog is very interesting to read. I am looking forward to see how the war will proceed.

Could you please write which mods you are currently using?
Thanks in advance.
I use the PrettyTrees map mod and in the past had used the GeneralsMap mod. Both are in the mods sub-forum.
Thanks for the information. Your screenshots in this blog are looking fantastic. Do you use any counter mod, or are this stock counters?
Regarding the Generalsmap mod I am currently using it, because in one of the latest patches the road system and the file containing the road system and towns has been updated. Therefore if I first install the Generalsmap Mod and then run the latest patch the road map and the towns are correct, because of the new file from the patch. Sorry for the bad English, but I just wanted to know you my experience with the Generalsmap mod and the latest patches.
There are still some (very few) hexes with graphic bugs. Mainly at the coastline.
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M60A3TTS
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Re: The Sky’s the Limit- PBEM GC 41 jubjub (Axis) vs. M60A3TTS (Soviet)

Post by M60A3TTS »

FriedrichII wrote: Wed Aug 20, 2025 4:25 pm
M60A3TTS wrote: Mon Aug 18, 2025 8:19 pm
FriedrichII wrote: Thu Aug 14, 2025 8:08 pm This blog is very interesting to read. I am looking forward to see how the war will proceed.

Could you please write which mods you are currently using?
Thanks in advance.
I use the PrettyTrees map mod and in the past had used the GeneralsMap mod. Both are in the mods sub-forum.
Thanks for the information. Your screenshots in this blog are looking fantastic. Do you use any counter mod, or are this stock counters?
Regarding the Generalsmap mod I am currently using it, because in one of the latest patches the road system and the file containing the road system and towns has been updated. Therefore if I first install the Generalsmap Mod and then run the latest patch the road map and the towns are correct, because of the new file from the patch. Sorry for the bad English, but I just wanted to know you my experience with the Generalsmap mod and the latest patches.
There are still some (very few) hexes with graphic bugs. Mainly at the coastline.
I think these may be the stock counters, but I honestly can't be sure even after checking my download history from long ago. Sorry.
Lurberri
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Re: The Sky’s the Limit- PBEM GC 41 jubjub (Axis) vs. M60A3TTS (Soviet)

Post by Lurberri »

M60A3TTS wrote: Wed Aug 20, 2025 7:06 pm I think these may be the stock counters, but I honestly can't be sure even after checking my download history from long ago. Sorry.
The HQs do not correspond to the stock counters
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M60A3TTS
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Re: The Sky’s the Limit- PBEM GC 41 jubjub (Axis) vs. M60A3TTS (Soviet)

Post by M60A3TTS »

Got it. Then it's probably Zov's Boardgame Counters, again found on the scenario design and modding sub-forum.
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M60A3TTS
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Re: The Sky’s the Limit- PBEM GC 41 jubjub (Axis) vs. M60A3TTS (Soviet)

Post by M60A3TTS »

56ajax wrote: Wed Aug 20, 2025 3:24 am Is there anyway to increase the experience of an Air Unit. For example, swapping out MIG fighters typically drops experience by 2 points, which never comes back.
German pilots typically can get experience shooting down Soviet aircraft. Soviet pilots have a tough time shooting down their opponents, so gains in air-to-air combat is somewhat one-sided.

In the Soviet reserve, you can often train a unit up to the NM level and some units can even exceed that by 1-5 points. 5 is somewhat rare but it can happen. In 1942 the Soviet Reserve isn’t all that useful as NM is only 45. In 1943, that NM increases to 50. Soviet guards fighter units get +5NM and so they are at 55. Again, in the SR these guards units can get their XP level up by 1-5 beyond the NM level. Still, even a unit at 60XP is going to have it’s share of mediocre pilots along with some duds. You can improve overall unit experience by filling empty pilot slots not with pilots from the trained pool, but with the free pool if you have some. As mentioned previously, disbanded air units send their pilots to the free pool which retains the individual pilot data as opposed to the trained pilot pool that erases it. The free pool sends out pilots in order of experience from high to low. The trained pool on the other hand sends out pilots with random experience levels.

Disbanding air units in order to re-distribute the pilots can be useful, but requires some thought into how many air units you are ultimately willing to disband as they are not replaced once they are gone. You also need to consider that disbanded units do have bad pilots sometimes and you will need to figure out where they are going to go, and just not let the AI disperse them randomly. Also note that if you disband a fighter unit, the pilots go into the free pool and if redistributed to a fighter bomber unit, they do not lose the 2XP.
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