M60A3TTS
Ex-treadhead
I'm going to try this again from the Soviet side with the same PBEM opponent, but with modifications to the original game.
This scenario is more geared towards a PBEM game rather than against the AI. It is taken directly from the original v 1.2 scenario by Sarevok and Rocoteh with the following modifications, some of which were suggested by players in the CFC:
Victory conditions are met when the three immobile king units are killed by one side. The German units consist of Hitler, Goering and Himmler in the cities of Berlin, Vienna and Budapest. The Soviet units consist of Stalin, Molotov, and Zhadanov in Moscow, Stalingrad, and Leningrad. So effectively, the first to enter all three cities will be the victor.
The tech tree has been modified in a number of areas, but primarily in the initial era.
German Tigers as well as Soviet Tank and Mech Corps have been moved to the second era of 1942-43.
Neither side now possesses the militaristic trait.
Unit costs for non-infantry are effectively doubled. In some cases they may be slightly higher. This will result in considerably fewer units on the map.
The draft rate for both sides has been reduced from 2 to 1 per city/metropolis. Additionally, all conscripts are now 3hp units.
German free unit support at the start has been modified down by almost a third.
It now requires two units of bread to support a citizen. This now reduces what was a high population growth rate. The one minor point is at the game start a town or two may be starving, so it is recommended to draft units there initially.
The Soviet Tank Corps (1944) can now transport one foot unit. This adds to the overall offensive strength of the Soviets later in the war.
German Tiger formations now come in 2 sizes, the SS Division included in the original scenario as well as a 3HP version representing the Schwere Panzer Abteilung or Heavy Tank Detachment. This was typically a battalion-sized unit.
Infantry now downgrades over time. As the war goes on, and the 1942 Experience and 1943 Experience advances are discovered, the cost of new infantry goes up, and quality goes down, representing the steady drain of manpower on both sides. So there is now a benefit to keeping the early formations alive and experienced.
German industrial capacity has been curtailed towards the middle of the scenario as now only the Soviets can build advanced factories and advanced specialized naval, air, and munitions factories. Because of this, two of those techs are no longer needed to advance to the next era. Both sides can build advanced specialized tank factories.
Workers can now build mines after Motorization is discovered at the end of the 42-43 era. That was moved up from Domestic Reconstruction.
The net effect is that the Germans have a more simplified strategic objective, only having to capture three cities. The difference is that time is not on the German side. The Soviet player will be able to increase its industrial base later in the game to catch up with the Germans.
German JU-87 now designated as JU-87D upgrades to JU-87G with increased bombard strength and lethal land bombardment.
German Fw-190 now upgrades to Fw-190 d9 with increased attack and defense capabilities.
Both aircraft upgrade with completion of the Mid-War Aircraft advance.
Soviet Guards now are Soviet Guards (1941-42) which upgrade to Soviet Guards (1943-45) with completion of the Stalingrad Campaign advance. Soviet Guards can no longer be built after the 1943 Experience advance is researched. Soviet Guards (1943-45) have an increased attack strength and can build forts, similar to Roman Legions in the Rise of Rome scenario.
Soviet Guards Tank Corps (1943-45) are available upon completing research of the Kursk Campaign advance. The cost is higher than standard Soviet Tank Corps (440 vs. 380), but the Guards Tank Corps carries an additional hit point as well as a movement rate of 4.
Both sides can build Heavy Artillery at the start of the scenario. It is more costly, but with an increased bombard strength and Rate of Fire.
This scenario is more geared towards a PBEM game rather than against the AI. It is taken directly from the original v 1.2 scenario by Sarevok and Rocoteh with the following modifications, some of which were suggested by players in the CFC:
Victory conditions are met when the three immobile king units are killed by one side. The German units consist of Hitler, Goering and Himmler in the cities of Berlin, Vienna and Budapest. The Soviet units consist of Stalin, Molotov, and Zhadanov in Moscow, Stalingrad, and Leningrad. So effectively, the first to enter all three cities will be the victor.
The tech tree has been modified in a number of areas, but primarily in the initial era.
German Tigers as well as Soviet Tank and Mech Corps have been moved to the second era of 1942-43.
Neither side now possesses the militaristic trait.
Unit costs for non-infantry are effectively doubled. In some cases they may be slightly higher. This will result in considerably fewer units on the map.
The draft rate for both sides has been reduced from 2 to 1 per city/metropolis. Additionally, all conscripts are now 3hp units.
German free unit support at the start has been modified down by almost a third.
It now requires two units of bread to support a citizen. This now reduces what was a high population growth rate. The one minor point is at the game start a town or two may be starving, so it is recommended to draft units there initially.
The Soviet Tank Corps (1944) can now transport one foot unit. This adds to the overall offensive strength of the Soviets later in the war.
German Tiger formations now come in 2 sizes, the SS Division included in the original scenario as well as a 3HP version representing the Schwere Panzer Abteilung or Heavy Tank Detachment. This was typically a battalion-sized unit.
Infantry now downgrades over time. As the war goes on, and the 1942 Experience and 1943 Experience advances are discovered, the cost of new infantry goes up, and quality goes down, representing the steady drain of manpower on both sides. So there is now a benefit to keeping the early formations alive and experienced.
German industrial capacity has been curtailed towards the middle of the scenario as now only the Soviets can build advanced factories and advanced specialized naval, air, and munitions factories. Because of this, two of those techs are no longer needed to advance to the next era. Both sides can build advanced specialized tank factories.
Workers can now build mines after Motorization is discovered at the end of the 42-43 era. That was moved up from Domestic Reconstruction.
The net effect is that the Germans have a more simplified strategic objective, only having to capture three cities. The difference is that time is not on the German side. The Soviet player will be able to increase its industrial base later in the game to catch up with the Germans.
German JU-87 now designated as JU-87D upgrades to JU-87G with increased bombard strength and lethal land bombardment.
German Fw-190 now upgrades to Fw-190 d9 with increased attack and defense capabilities.
Both aircraft upgrade with completion of the Mid-War Aircraft advance.
Soviet Guards now are Soviet Guards (1941-42) which upgrade to Soviet Guards (1943-45) with completion of the Stalingrad Campaign advance. Soviet Guards can no longer be built after the 1943 Experience advance is researched. Soviet Guards (1943-45) have an increased attack strength and can build forts, similar to Roman Legions in the Rise of Rome scenario.
Soviet Guards Tank Corps (1943-45) are available upon completing research of the Kursk Campaign advance. The cost is higher than standard Soviet Tank Corps (440 vs. 380), but the Guards Tank Corps carries an additional hit point as well as a movement rate of 4.
Both sides can build Heavy Artillery at the start of the scenario. It is more costly, but with an increased bombard strength and Rate of Fire.