WW2-Global

Turn 58 report. Weeks 42, 1940

Production: 12 city improvements, 6 Panzer IIIg, 3 Me110, and 5 88s. Drafted 4 Inf -- 4 per turn max.

Russian front report (until spring -- only 25% of troops on the front can attack). Russians recaptured Kharkov on their turn.

Destroyed:
10 T-26
3 Motorised Rifle Div.
1 planes

Losses: 1 Infantry, 1 MGB, 1 Hitler, 3 88s, 1 Ju88, 1 SS and 1 Panzer IIIg.

I'm purely defensive on the Russian front until spring. I did recapture Kharkov and reinforced it heavily.

My navy is cruizing the American coast destroying infrastructure.

In Africa, Britain is getting tough and sending waves of Matildas at me. My troops are trying to hold them off. I've sent all my planes to the Med due to the poor weather in Russia and a fresh load of 88s are on their way to Tripoli. Screenshot of the front below.
 

Attachments

  • North Africa Campaign.JPG
    North Africa Campaign.JPG
    162.6 KB · Views: 200
WVCivnut,

Thank you for the report and the screenshot.
The special rule you use (only 25% of troops on the front can attack until spring)
will no doubt have heavy impact now and during a time-period that can be crtitical.
Still I think you will be able to fight off the Russian counterattacks.

Africa really looks tough!

Looking forward to follow how this turns out.

Welcome back.

Rocoteh
 
Turn 59 report. Weeks 43, 1940

Production: 11 city improvements, 5 Panzer IIIg, and 3 88s. Drafted 4 Inf -- 4 per turn max.

Russian front report (until spring -- only 25% of troops on the front can attack).

Destroyed:
4 T-26 -- 69 remaining in this group.
3 Motorised Rifle Div. -- 83 left.
11 planes to CAP and Flak
2 Russian Infantry -- only 136 left to go.
1 MGB -- down to a mere 76.

African Front report:

Destroyed:
6 Matildas -- 142 still roaming around
4 Cruisers -- 50 still kicking
2 Planes

German losses: 6 Infantry, 2 He111, 1 88s, and 1 Panzer IIIg.

German major forces: 40 88s, 81 German Infantry, 44 Panzers, 47 planes, 5 Leaders. :D

After spying at the start of the turn I noticed Rostov was poorly defended. I took it with all available 25% of my tank force. I have 4 88s in Rostov and in Kharkov.
 

Attachments

  • Russian Front.JPG
    Russian Front.JPG
    198.6 KB · Views: 194
LOL I found out that I forgot to check for an embassy in Thailand *blush* With that ROP I fortified Dehli with mashinegunners in the mountains and turned south.
 
Germany - v 1.9 - Sid - Week 30, 1941

This has been a great month for Germany. The Soviet union has been destroyed, and Britain was conquered in one week. The celebration in Berlin just won't stop. Free schnaps for everybody! :)
I had gathered a massive invasion force for Operation Seelöwe. No less than 40 panzers, 20 infantry divisions, 10 SS infantry divisions, 10 German 88, and most of my artillery were involved. After the initial landing I conquered first of all Birmingham, then London, followed by Plymouth, Edinburgh and Wick. Belfast was taken two weeks later.
And in China Kashgar and Khotan are mine. China eliminated. However, not everything has gone Germany's way. The transport I sent to Malta was sunk by a French destroyer flotilla. The infantry it was carrying managed to land in Italy, though, but now my infantry is stuck there, and I have to build a transport in Athens to get them out of there. And the airdrop over Crete failed. I lost all of my paratroopers, save one. I did cause the Greeks some damage. They only have two infantry divisions left. Very frustrating to come so close. The Mediterranean remains a big problem for me. I have to do something about it. The transport I'm building in Athens is going to help my infantry get out of Italy, and then they are going to land on Crete to take the island.
The Allied destroyer flotillas are increasing their attacks, so I'm currently mass-producing u-boats in every port to regain the control of the seas. An American carrier was sunk north of the Canary islands.
The offensives in Britain, Siberia, China, Yugoslavia, Turkey and Greece have taken their toll. I now have fewer units than I had 20 weeks ago. Britain had begun producing Matildas, but not in enough quantities to stop the invasion, they just slowed me down for a bit. But in truth, the Matilda proved to be a match for my panzer IIIg. I lost about 15 panzers, and just about as many infantry divisions during the invasion. But it was worth it.
It's going to take a while to rebuild my strength, but I'm not going to give neither the Kriegsmarine, the Luftwaffe, nor the Wehrmacht any rest. Currently the victorious invasion force is being loaded on my transport fleet in Britain for another invasion somewhere else. Destination? Well, I don't want to spoil any surprises. :)
 
WVCivnut,

Thank you for the report.

"6 Matildas -- 142 still roaming around
4 Cruisers -- 50 still kicking"
WVCivnut

Its very interesting that AI have managed to build such a large
force of armour. Its also positive that AI is smart enough to allocate
a substantial army to Africa.

This is a very interesting playtest.
Thank you and welcome back with more reports.

Rocoteh
 
IarnGreiper said:
LOL I found out that I forgot to check for an embassy in Thailand *blush* With that ROP I fortified Dehli with mashinegunners in the mountains and turned south.

IarnGreiper,

I see.

Welcome back with more reports.

Rocoteh
 
Hyperborean,

Thank you for the report.

"This has been a great month for Germany. The Soviet union has been destroyed, and Britain was conquered in one week. The celebration in Berlin just won't stop. Free schnaps for everybody!
I had gathered a massive invasion force for Operation Seelöwe. No less than 40 panzers, 20 infantry divisions, 10 SS infantry divisions, 10 German 88, and most of my artillery were involved. After the initial landing I conquered first of all Birmingham, then London, followed by Plymouth, Edinburgh and Wick. Belfast was taken two weeks later." Hyperborean

I think I will to look over the British defense of the homeland with
regard to version 2.0.

"The Allied destroyer flotillas are increasing their attacks, so I'm currently mass-producing u-boats in every port to regain the control of the seas."
Hyperborean

That is positive.
As said earlier: I think the adding of Destroyer flotillas was a good move.

I am considering to add a Carrier Battle Group. This unit would represent
1 Carrier + 1 Destroyer flotillla. Looking forward to feedback on that idea.

In version 2.0 it will no longer be possible to steal tech.
How much impact do you think that will have?

I follow this playtest with great interest.

Thank you and welcome back.

Rocoteh
 
i think its a good idea that stealing techs won't be allowed. however, i hear that techs were being exchanged between allies at the end of the war. will trading techs be an option is it going to be like before?
 
eaglefox said:
i think its a good idea that stealing techs won't be allowed. however, i hear that techs were being exchanged between allies at the end of the war. will trading techs be an option is it going to be like before?

eaglefox,

I think the best solution is to not allow trading of techs.
This have worked well so far.

I have worked with the map of Soviet-Russia.
Its possible I will present a screenshot later today or tomorrow.

Rocoteh
 
Rocoteh said:
I think the best solution is to not allow trading of techs.
This have worked well so far.

I have worked with the map of Soviet-Russia.
Its possible I will present a screenshot later today or tomorrow.

Rocoteh
Rocoteh,

i agree that not allowing tech trading is the best option. i have seen it where civis that trade them between each other finish the era well before the modder had intended. :mad:

also, i am on the verge of setting of a 'house rule' for TCW where the human player ought not steal techs from locked allies b/c i've seen it in the past where an AI ally who was being stolen from declared war on the ally who was stealing :eek: this produces an array of unwanted results like not being able to attacked locked allies and the game 'locking up'. iow, it's just 'bad for business'.

oy...i know you pain in placing soviet cities! wait'll ya get to china! :lol:
 
El Justo said:
Rocoteh,

i agree that not allowing tech trading is the best option. i have seen it where civis that trade them between each other finish the era well before the modder had intended. :mad:

also, i am on the verge of setting of a 'house rule' for TCW where the human player ought not steal techs from locked allies b/c i've seen it in the past where an AI ally who was being stolen from declared war on the ally who was stealing :eek: this produces an array of unwanted results like not being able to attacked locked allies and the game 'locking up'. iow, it's just 'bad for business'.

oy...i know you pain in placing soviet cities! wait'll ya get to china! :lol:

El Justo,

Yes, I think AI will trade techs available as fast as possible.

On stealing techs: It will not be possible in WW2-Global 2.0 since
many people think its to easy to defeat AI in this scenario.
(I will lock it out in the editor)
If one allows human players to steal tech from AI-Civs it no
doubt make it much easier to defeat AI.

On China:

Yes this map should make the war in China much more complex.

Rocoteh
 
Rocoteh said:
El Justo,

Yes, I think AI will trade techs available as fast as possible.

On stealing techs: It will not be possible in WW2-Global 2.0 since
many people think its to easy to defeat AI in this scenario.
(I will lock it out in the editor)
If one allows human players to steal tech from AI-Civs it no
doubt make it much easier to defeat AI.

On China:

Yes this map should make the war in China much more complex.

Rocoteh
well done on that screen shot!

another option is to make stealing techs cost an arm and a leg...though disabling it altogether is a good idea.
 
El Justo said:
well done on that screen shot!

another option is to make stealing techs cost an arm and a leg...though disabling it altogether is a good idea.

El Justo,

Thank you.

I think the combined effect of removed armies and that one
no longer can steal techs should make play much harder.
At least on high levels.

Rocoteh
 
Germany (emperor) week 20, 1940:
Destroyed the second last bastion of bolchevistic China at Kashgar with India Corps II. The waves of infantry in the Himalaya are gone forever soon when I capture Urumptsi next week. The stupid Japanese destroyed the city between Lhasa and Chengdu by bombarding the empty city. India Corps I is ready for boarding at Mandurai. In the last weeks the stubborn British have destroyed the railways in Thailand, forcing me to divert some forces meant for the Dutch Indies. This was a clever move since it delays my juggernaut on Singapore for about two weeks.

The II Africa Corps is approching Pretoria. The first Africa Corps is ready to ship to Brazil, new codename Karneval. The Hauptquatier is confident that the British submarines can not intercept our fleet since the massive use of own U Boot fleets.

Meanwhile thousands of workers from the new German India colonies have met the middle east workers in Persia, enabling the Reichsbahn to run trains from Brest and Lisbon to Dheli and Mandurai. We are confident that the Africabahn will connect Dakar to the Middle East within two months.



BTW I Noticed that there is a neutral 2*2 square in Brazil south of Belem.
 
Germany vs AI SID 1.9 (first) report

I decided to can my game at emperor level and give your special SID scenario a try, especially since you asked for feedback on it. I was crushing Russia and lost interest. A worthwhile note on that game though: Russia was producing about 10 tanks every 3 turns, but it was losing more than it could produce against Germany and Japan. I think Russia had a lot of its units tied on the Japanese front since I never saw an armor offensive from them. Italy however is utterly worthless. They are not contributing anything to the war effort. Except the occassional cannon fodder stack ;)

Currently in the new SID game, I'm at the end of 1939.

First 2 turns went really well. I took Poland, Denmark, Holland and Belgium. However, the next few turns were purely defensive. The French sent a huge army against Brussels and it wasn't for my 6 88 defenders posted there, I would have lost the city for sure. I was really worried when I realized that France had such a powerful mobile force. What added to my problems was the fact that I couldn't use my bombers versus the French stacks since they were in range of both the French and British air forces.

The turning point was: one French stack came out of the area covered by the Allies airforce, so I really pounded on it with everything I had (air, navy, land). That really helped to stabilize the front.

Also, one of the biggest flaw of the AI was to constanly try to reach the weakest city in its range instead of concentrating its firepower against one city. I would have lost more than one city this way. For example, the AI would have a stack with 30+ units beside a city with 10 defenders. 2 hex away, there is a city with only 5 defenders so the AI will lose 2 turns trying to reach that city instead of hammering the city it's already next to. Too bad we can't mod the AI behavior.

I also redeployed my figthers to be able to attack the Allies air force in France in order to lower their fighters strength there. They had so much. It worked out pretty well but I had 3 cities producing Me109 for a while in order to rebuild my losses.

Also, thanks to a very well timed armor blizt, I was able to annihilate a huge part of the Bristish airforce stationned in the airfield north of Paris. You should have seen my grin and sadistic laughter :)

Continental France is now mine and will now spend a few turns to mop up the remaining fortresses. After that, I will probably move against Spain and Portugal.

I'm using the following house rule:

1) Never draft more than 4 infantry
2) When a naval unit leaves port, it has to finish its turn at sea (not in port). This gives the AI a chance to counter-attack. It also makes me lose one more turn to move the unit back at port before I can heal the unit. So this reduces the overall efficiency of Germany at sea.
3) Won't attack Russia before the end of 1940. That should really boost their OOB and recreate a historical feel to Barbarossa.

The no-army design works well, but I find the special leader unit too weak to be an effective offensive unit. Their stats are great but their very low hit points really hinders their performance. I only use them against damaged units in open terrain. I still prefer this system though.

It also seems that the AA batteries in city are more effective. I lost a lot of bombers in this game so far, compared to the other version. However, the same can be said for the AI against my cities.

In this game, I also started building workers in order to build some terrain improvements. I noticed you increased the railroad cost. Good design. I always thought it was too cheap to build railroad (in vanilla Civ) considering the benefits it provides.

Overall, a much more challenging game so far and a lot of fun. Good work. Will keep you posted on the game progress.
 
I just got Conquests, and i updated it to v1.22, and i downloaded both the 134 mb folder and the .biq file, but everytime i try to load it, it freezes. Just after it configures the ai and human players and assigns color disks, it begins to load scenario, and then stops. What can i do to fix that?
 
mesiibaa said:
I just got Conquests, and i updated it to v1.22, and i downloaded both the 134 mb folder and the .biq file, but everytime i try to load it, it freezes. Just after it configures the ai and human players and assigns color disks, it begins to load scenario, and then stops. What can i do to fix that?

mesiibaa,

It is a long load time for this scenario.
Between 30-90 minutes depending on the computer capacity
you have.
For that reason there are also saved games available at the
first page of this thread.

Rocoteh
 
In version 2.0 it will no longer be possible to steal tech.
How much impact do you think that will have?

No impact on my game. I'm far too honest to steal techs. :)
I think it's a good idea. I have noticed that the time it takes to research a new tech has been drastically reduced after I conquered the Soviet union. Now I have finally begun researching 1941 techs in 1941. :crazyeye: So all you have to do to win the tech race is to conquer all of your enemies. Works for me. :)

I am considering to add a Carrier Battle Group. This unit would represent
1 Carrier + 1 Destroyer flotillla. Looking forward to feedback on that idea.

This might be useful for the AI, since it usually puts the carriers in very vulnerable positions, i.e. right in front of my ships. But most of the time the carriers are escorted, so I don't know if this really adds anything besides making the carriers a little bit less vulnerable. I don't think I, as a player, have any use of such a formation.

Germany - v 1.9 - Sid - Week 40, 1941

Communist-China eliminated. Kashmir taken. Japan's city-razing African Tour 1941 continues. Nyala, Meshra and Waw destroyed. For some reason the Japanese have not razed a French city so far, only British, Russian and Chinese. The Americans took Akita and held it for a week. I now have u-boats around the Japanese islands. Indonesia remains a disputed area, where cities constantly changes hands. Argentina and Brazil made peace.
The Greeks have been eliminated. I sent additional paratroopers and landed 6 infantry divisions on Crete to ensure the capture of the island. I guess this too is historically correct since the German airdrop over Crete was very costly for the Germans. Two not quite so historical events are my 1941 invasions of North America and French North Africa. Neither invasion went as smooth as I had hoped. For instance: I lost a fully loaded carrier north of Newfoundland, and the French sunk a fully loaded transport in the Mediterranean. Nothing too disastrous, though, just a bit irritating. With my current producation capacity I can easily replace the losses in just one turn, Greater Germany stretches from Lisbon to Kamchatsk after all, and I already have large stacks of infantry, panzers, German 88 and artillery waiting to be shipped to the new fronts in Africa and America. I need to build more transports to handle their increasing numbers. I tried to get a ROP with the Japanese so I wouldn't have to rely on transports for my African campaign, but their offer was nothing but high-way robbery, and I refused to accept it. I guess that means I have to move some transports around Africa if I want to conquer southern India and Singapore.
Interestingly enough the Allied launched a counter-offensive at sea at the same time as I sent the Kriegsmarine forth, so battles were raging all over the Atlantic, from the coasts of Greenland to the coasts of Mauretania. I almost wiped out the French destroyer flotillas (they had about 16 of them, now they are down to 5), and I sunk an escorting British battleship north of Newfoundland. These actions delayed the invasion slightly. But the biggest surprise was that the Americans used the airfields on Greenland to bomb my fleet after I had taken Iceland. I had not taken this into consideration. So I had to divert a couple of transports to land troops on Greenland to deal with this threat. All in all I think I destroyed at least 4 Wildcats, 3 B-25 and perhaps a Dauntless too, I mean, besides the 4 US infantry divisions stationed there. This diversion weakened my invasion force, and made me reconsider my initial plans. Still, I took Newfoundland easily, and destroyed 15 planes (RAFs biggest setback ever, it was nothing but a disaster). Halifax was also taken. Originally I wanted to start the push from there, but I only had 6 panzers available for the first week, and they were destroyed in the Allied counter-offensive, which was even more massive than I had imagined, perhaps 80 or 90 divisions in a stack approaching Halifax. Luckily the Americans have very few tanks (circa 20 divisions, I think), so I don't expect an infantry SOD, even one as large as this, to recapture Halifax. True, the size of the SOD is a concern, but I think 4 German 88, 4 infantry divisions, 20 panzers, 15 artillery units, and one half of the Luftwaffe, plus the bombardment of almost all of my capital ships should be enough to repel the attack. Besides, only one civ can attack Halifax at a time, and right now the Americans are blocking the British, so I think I have a good chance of keeping my bridgehead.
In North Africa I have conquered Algiers, Rabat, Casablanca and Marrakesh. I made a slight error in estimating the resistance in the south, so I sent too many divisions to Marrakesh/Rabat, and too few to Algiers/Tunis. But that doesn't change the fact that the French are doomed, caught between the hammer and the anvil. It looks like the Japanese juggernaut has swung south, so that means all of Northwest Africa will be in German hands soon.
 
Top Bottom