"Beta" Massive WW2 scenario

Bug-report on version 3.4 : Japan have favorite
government: Communism. Spain have favorite
government: Democracy.

I restarted the playtest and is only on turn 3
(playing Germany). I have given Fascists elite-spies
so I can make espionage-reports here.

On turn 3 all Soviet-cities were producing Russian Infantry,
with one exception: 1 city produced a worker.

On turn3 all Japan-cities produced infantry with two
exceptions: 1 city produced a worker.1 city produced
Iron Works.

If I remember right both Soviet and Japan have
build often flagged 6 times.

According to ozymandias thread , flagging
build often more than 3 times will only "confuse" AI.

Best Regards


Rocoteh
 
Meateater,

A new suggestion for the the starting Soviet forces:

In version 3.4 Soviet have 191 infantry units 3 turns
from start (that is before the end of 1939).
If you regard each infantry as 1 division this is =
June 1941 strenght (-3 divisions).

Thus I propose: Reduce starting infantry units to 140.
Add at least 70 of the new Light Tank unit I proposed
earlier. In version 3.4 the Soviet army is a gigantic
infantry-army with some tank units.

In reality it had 18 000 tanks.
All experts on the subject agree on the fact that
Soviet alone had more tanks September 1939 than
the the rest of the world together.

Thus I think a Soviet starting force with 140 infantry units
and 70 Light Tank units would be more realistic.

Keep up the good work.

Meateater, Please check your PM:s.


Rocoteh
 
THE PROBLEM WITH VICHY-FRANCE.

Most wargames and computer-wargames on WW2
choose solutions with regard to the Vichy-France
problems that are close to the solution in this scenario.

That is: When Germany have defeated France a Vichy-France
is always created. In this scenario Meateater have
Vichy-France (I understand the thougt behind it) existing
September 1939.

I do not say the "Vichy-France always created" idea
is wrong.


.....but think back to June 25 1940, the cease-fire day.
More than 50% of France had been lost in 6 weeks.
4 French armies were encircled and isolated in Alsace-Lorraine.

The military situation was hopeless. I doubt there is any
historian that mean France could hold out more than 4 weeks
after June 25.
Now to the point: Petain or Laval could not have created
Vichy-France without the "permission" of Nazi-Germany.

They choosed for various reason to allow Vichy-France
to be created.

....but I mean you should also have the "what-if" factor
in historical strategy game/scenario.

Franco had a price-tag for joining Germany in the war:
He wanted the whole of North French Africa.
History could have been different.

Thus my suggestion to solve the problem:

France should be one nation at the start of the scenario.
(Bonus you can add 1 more CIV or split for example
Brazil/Mexico into 2 CIV:s)

If the German player want a Vichy-France he can
de facto create it! I mean, let us say Marseilles
is the only city in French control (I now mean continental
France). Germany can make a peace-treaty with France
and then you have a de facto Vichy-France.

They can also choose to occupy the whole of France
(and then perhaps start to deal with Franco).

By the way, talking of France, I hope you add
New Caledonia.

Best Regards


Rocoteh
 
Playtest-report. Version 3.4 Human player. Playtest at turn 8.

Poland occupied on turn 1.
Holland/Belgium/Luxembourg occupied on turn 3
France invaded on turn 3 and occupied on turn 6

War declared against England and Denmark/Norway on
turn 3.

The whole German navy send to sea and inflicting
high losses on the Royal Navy (3 Battleships,
2 Carriers and 3 Destroyers at the cost of 2 U-Boats).
German transport (with 4 infantry) sunk near Malta
by a British Destroyer.

Panzer losses have been high so most of Germanys
cities produce Panzer to replace the losses.
Infantry losses low compared to the previous playtest.
Most of the occupied cities produce infantry.

Diplomacy: Italy, Japan, Soviet (after 20x200 gold)
Hungary, Romania, Bulgaria, Finland and Argentina
declared war on Britain turn 3.
Britain have declared war on Vichy-France.
France have declared war on Italy.

Britain and Italy very passive in North Africa.
Japan also seems to be pssive so far.


Espionage-report turn:8

British cities producing:

60 Infantry
7 Paratroopers
2 Workers
5 B-17
1 Destroyer
2 Buildings

U.S.A. cities producing:

25 Infantry
11 U.S. Marines
5 Bombers
1 Worker

Soviet cities producing:

40 Infantry
3 Tanks
3 Artillery
2 Paratroopers
7 Workers
1 Bomber
1 Submarine

Japan cities producing:

16 Infantry
4 Workers
20 Buildings!!!

Italy cities producing:

14 Infantry
4 Tanks
4 Paratroopers
1 Worker
1 Submarine
1 Building


Rocoteh
 
WHY I THINK THE PANTHER SHOULD BE STRONGER.

I assume the Panzer unit represents some sort of
average for PanzerIII/IV versions 1939-1942.

OK let us take a look at PzIIIe, the German Main Battle
Tank during the France campaign 1940:

Armour. Turret Front 38 Side 30 Rear 30
Hull Front 33 Side 33 Rear 21
Gun: Max Penetration: 64

Then the Panther D

Armour. Turret Front 106 Side 45 Rear 45
Hull Front 85 Side 44 Rear 40

Gun: Max Penetration 188

Now I hear someone say: Yes, but the Tank-element
was only one part of the Panzer-division.
My respons: True, but it was a crucial part!

Again you can counter with " but the Geman 1944 Panzer
division had 2 battalions of Tanks: 1 Panther and 1 PzIVh".

My response: True: ...but this is a game, not a simulation!!!

In a game you can have a lot of "what-ifs".
You are in command. You can made Panzer-divisions
with Panters only and no PzIVh.

Rocoteh
 
Adler 17,

Yes, I agree 100%.

I am surprised that interest among unit-creators
have been so low for this tank,that had so great importance
during WW2.

Rocoteh
 
Not bad at all. Interesting scenario with alot of potential!

A couple of things.

I was playing germany, by week 24 1940 I had conqured all cites in Europe except Italy, spain & portgual. I left Russia alone.

This was done very easy, which I have no problem with since the Wermacht really kicked some butt back then, however nobody else in the world said a peep. Nobody seemed to have cared.
Which in turn takes out the fun and anticipation that maybe just maybe someone will attack/harrass me one a weak side/flank.

Oh sure I suppose I could have decleared war against all the Nations just like it happened back in WW2, but I don't want 100% realism, I would like to see a little more "what if" stuff.

Another thing I have been thinking about..
What IF it would cost you one population level each to you build/create an army.. after all, someone has to drive that tank.. and that manpower should be allocated from the city population.

What will this do? It means that even if you could mass produce tons of material relativly fast, does not mean that you have enough population to go to war for you!

This give an entierly diffrent meaning to strategic bombing.. I might not have enough military force to invade a country (before D-day for instance) but I sure as hell can give the country in question a headacke bombing the cities. Population goes down.. and so doe the ability to field armies/units.
Thus you have to ENSURE that your cities are well protected from air raids, would force you to counterattack enemy artillery etc.

Example: Japan had 6 million soldiers at their disposal at the start of the war.. when it was all said and done, they had some 90,000 left. Even if the US could not have utilized the A-Bomb, I doubt Japan could have held out simply because it takes 18 years for a person to grow up to become a soldier..

Population/Manpower is everything.

Think about it!

So lets think about it... WW2 in Europe, Nations slug it out, population levels go down.. eventually even if there was no clear winner the war(s) probably would have ended or atleast died down simply because there was not enough people around to throw into the war.. I would like to see something like this in a MOD.

Anyway, this scenario sure does have alot of potential!
Excellent work.
 
"Also, if my memory is ok, France did have as much tanks than Germany. Though, they were heavier, slow, supported by a very bad logistic and used with the inf div while the german's were stacked into powerfull tank divisions. Can't get a clue on how to translate this in civ specificities.
Tx for the Scenario." MamboJoel


Your memory is ok. When Germany invaded France
May 1940 they had 2 500 tanks in 10 Panzer divisions.

France had 3 500 tanks in: 4 Armoured divisions,
3 Light mechanized divisions, 5 Cavalry divisions and
38 independent tank battalions spread out to support
infantry divisions. The 4 Armoured divisions and 3 Light
mechanized divisions were spread out in 4 armies
and the general reserve.

When WW2 started September 1939 France had no
Armoured divisions (but they sure had tanks).

2 divisions were created January 1940, 1 was created
March 1940 and the last May 1940.

I think the above example is very interesting since
it shows that its not always easy to reflect numbers in a
relevant way in a game/scenario.

Edit: Germanys mobile forces at the outbreak of WW2:
6 Panzer divisions 4 Light divisions and 4 Motorized
Infantry divisions.

Suggestion for more realism and play-balance:
France start units increased from 3 to 8 tank units.
Germanys start 18 Panzer units decreased to 12.


Rocoteh
 
But the French tanks became never a danger to te German forces due to bad leadership and strategy. While the Panzer were commanded by such great leaders like von Manstein or especially Guderian. Do we want it to make the game realistical, so we have to reduce the French tanks. Or in a what if scenario we should increase them. The only question is what is better?

Adler
 
Wow a lot has been said since I last checked in, I do thank you all and have read every word.

I have uploaded V3.7 for download(not playable yet). Added about 100 units from the era. Most of the units are tanks and aircraft, but only the names, and a few stats have been put in. Also the tech tree has been reworked, there is so much more to say but I don't have the time now so I will post tomorrow.

Meateater.
 
Adler17,

Yes, and the overall question is:

How shall we achieve play-balance within the current
game-engine?

Its to easy to play Germany in version 3.4.



Rocoteh
 
Hi Meateater,

I'm still playing and experamenting with different things, I'll post more comments when I've completed more of the game.

One thing I did notice last night, I turned off the ability to form trade embargos for a new game, and so far the turns times have reduced from approx 10 mins a go to less than 1 min. I'll try some more things with this but thought it was worth mentioning in case anyone else can try it and see whether they get the same!
 
EPL,

Thank you for the information.

I will test it next time I start a new playtest.

Rocoteh
 
I'll give the correct number of tanks to each player, and the paly a real what if?, What if the french did follow DeGaulle and do the same kind of war that hitler?, Could then Germany win the IIww?....I think it could be interesting to know...
 
When I said tanks, I mind tanks and all the other units. And with this I think we can achieve play-balance in the game.
 
If a very large number of "what-if" are added to
the scenario we can get a situation, for example
where Germany is unable to defeat France.

With the history of wargaming in mind I think a to
big "what-if" should be avoided:

Many years ago Avalon Hill published a strategic wargame
called "The Third Reich". It had a great "what-if" factor.

Given competent play you could hold out more than 1 year
as France, after the German invasion.
The game was a bestseller, but also disliked by many.

Why? Since for example France was defeated in 6 weeks
in reality a great minority labeled the game as unserious.

Again I think a scenario/game should not go to long way
from real history.


Rocoteh
 
Not sure were to start off so I will say thanks again to all that have posted and show an interest in this scenario. I take all of you seriously and all of your ideas will be considered.

The last week I have been doing a lot of research on tanks and planes of WW2, so there is over 40 tanks and 60 aircraft units that are in the scenario. The units range from 1935 to 1944 era, and what I wanted to do was give the countries their respective starting units of 1939, and have them work their way up the tech tree to get the more advanced units of the time.

Planes, heavy bomber, medium bomber, dive bomber, torpedo bomber, fighter/bomber, ground attack, fighter and fighter escort, lets not forget the carrier based planes.
Tanks, infantry tank, light tank, medium tank, heavy tank, and tank destroyer. I still need to research the SPG's(self propelled guns). I am no expert but these are a few of the classes.

When I was doing the research of the units I took down some statistics for them, for the tanks I got total armor, main gun, speed , and range. For the planes I got range, speed, armament (Bomb load lbs and #mg's), and the year of production for both models. I was able to use these stats, to better balance the units to what they were at that time.

For the planes I figured 500 miles would be about 4 squares on the map, but if you went 4 squares you would be out of gas and would crash if all you had was 500 miles in range. So if 500 miles was 4 squares then it was really 2 squares. So then it breaks down in to 1 square would be 250 miles, 2 squares is 500 miles and so on.
So if a plane had a range of 1300 miles then it got 4 range points for the first 1000 miles and 1 range point for the next 250, with 50 un useable miles, for a total of 5 range points. I did give some breaks so no plane will have less than 2 range points. In all the planes range goes from 2 to 15 as they advance the tech tree. I had to use some judgement calls here and there because some planes could carry drop tanks for increased range instead of a heavier bomb load.
I used this method for the pounds in bombs a plane could carry too. 500 pounds of bombs would be 2 in bombard strength, 1000lbs would be 4 and so forth. Bomb strength ranges from 1 to 80. ROF has been determined by the type of aircraft and the year made, plus pounds in bombs it carried. The planes stats are done and just need to be taken off paper. Some planes will have leathel land bombard and some will have leathel sea, and a few will have both.

As for the tanks I am trying to use the same system, and have got the movement done and ranges from 1 to 3 in movement. I am still working on a system for the rest of the stats. The main gun could range from a 12 mm on the M2A2 to a 122mm on the IS-2 but that thing is almost a SPG so I will say 90mm on the M.26. Armor is the same and can range from 12mm on the Type 95 and goes up to 180 on the King Tiger. This is total armor I am talking about.

The tech tree got some work too, I moved it back to the industrious age, and there are 4 paths, land, air, sea, and light land. The techs have been broken down into years, 1940, 1941, 1942, 1943, and 1944, with each year unlocking the units from that year. Land 1940 will unlock tanks, SPG's from that year, air 1940 will unlock planes from that year. You can only advance into the next year, if you have completed all the techs from the previous year. Turns will be in weeks, one turn one week.

In the next few days the units should all be done and playable. I also plan on working on the foot units and sea units for the next few versions in the same way I have done with the planes and tanks. There is no new art for the units but there is a lot of user created art out there and talanted people. The scenario has come this far and the next obvious step would be to add in new art, but I am going to wait until after the release of Conquest to see what it has to offer.

One last thing, I think it was called lend lease, but in short there were a lot of weapons and vehicles lent out. So I plan on doing this too. So if Britain wants it can build B-17's by buying them from the U.S. for 20 turns. Britain can sell units to Australia and Canada, there are more but these are a few examples.

And yes I plan on making the scenario more well vannella (with a shot of whiskey) in terms of play, higher/longer build times, with smaller armies should make for longer, harder campaings.

What is flagging? Rocoteh you mentioned this?

Thanks again-Meateater
 
Meateater,

With regard to flagging. When you for example mark
build often options and mark one option its called flag
an option.

I do not think its a good idea to give air-units a range
less than 4. AI will probably never build it.

Have you read the thread : The Big Question -How does AI
Choose Which Units To Build (by ozymandias)?

I am using playtest-results from your scenario when I
make my comments there.

Best Regards

Rocoteh
 
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