WW2-Global

Rocoteh said:
Nick,

I can see from your report that Japan-AI is to passive with regard
to Dutch East India.

I consider to remove more islands in the Pacific to change that.

Rocoteh

Hi Rocoteh,

Yes, the Japan AI did not push to the East Indies very hard. Looks like they wanted the Oil from the China mainland source. As to the removal of more Pacific Islands, I am not sure.

Here is the latest

Turns 37-39, 1940 repositioning forces for Home Islands attack. I lose 3SS while destroying 1IJN CA, 2 transports, 2DD and one CL. IJN very thin now. The soviets hit a US sub and declare war. I sink on soviet SS prowling in the North Pac.
Turn 40 I take Yakushima and Kagoshima, but lose 2 Dauntless DBs.
Turn 41 Nagasaki falls to me. I lose 2 old fighters and one b-25 but sink 3 IJN CA, 1 trnsport. In the Atlantic, I sink a Uboat and shoot down an Me-110.
Turn42 Hiroshima falls but I lose 5SS and a dauntless, while shooting down a Kate and a Zero. I sink 3 Uboats and deflect Germany attacks into occupied Spain.
Turn 43 I take Marseille from the Germans and lose 2Marines and a Para wile destroying at 88, 4PzIII, some inf, a Me-110 and a Uboat. Also sink 1 IJN CA. Romainia destroyed by SU.
Turn 44 and 45, manouvering against IJN fleet remenants. I lose 2 Danuntless and a CL while sinking 5CA, 3DD and 2 transport as well as shooting down a Val. Also in the Atlantic I lose a Para, but destroy 3 PzIII, 2Me110 and a Uboat.
Turn 46I take Bordeaux from the Germans destroying an 88 and some inf. I lose a Dauntless and sink a IJN CA. We make peace with the Sovs and then they declare war right back!
Turn 47 Kobe and Lyons fall to me
Wk48-49 Osaka and Paris fall to me. Argentina destroys Chile. I lose 2SS, a DB, a F4F and a B-25, but destroy 2IJN transport, 3It Fighters, 188, some GE inf. Hong Kong falls to Japan.
Wk 50 Kyoto falls to me. I sink a Bismarck BB and destroy a Me-109. Brazil decares war on US.

thats all for now

Nick
 
I have greatly enjoyed playing this WWII scenario. I cannot begin to imagine how much effort you must have put into it.

I have played Germany a couple of times and also the US a couple of times now.

Here are a couple of observations/suggestions. I don't know if it is possible or even worthwhile trying to include them in 1.4 I claim no great knowledge or expertise in the workings of the game, and I offer the suggestions only in the spirit of trying to possibly help make a great scenario even better.

#1 When playing the US I have adopted the strategy of starting off in a defensive posture trading space in the Pacific for time to build up my industrial/production infrastructure on the continental US, using available troops to invade Mexico and South America.

When using this strategy, I have noticed that the Japanese AI consistently sends the Japanese Imperial fleet north through the Bering Straight and east through the Northwest Passage chasing retreating Brithsh naval units. The Japanese fleet either gets lost in the north or ends up in a face-off with the British Home Fleet - a sort of reverse Tsushima. In one sense this is nice as it removes the Japanese fleet from the Pacific and makes a US counter-offensive relatively easy. On the other hand, it is not really realistic.

I have experimented adding some Tundra terrain west of Baffin Island from Canada north to the top of the map to close off the NW passage to simulate sea ice conditions which, in reality, prevented surface units from making any extensive use of the passage. It seemed to solve the problem.

I did the same above Russia by extending the tundra of the mainland east of Novaya Zimlya up to the top of the map, simulating the actual area where summer sea ice almost always prevents passage except by ice-breaker and most certainly prevented passage during the colder years of WWII.

I think/hope both of these are relatively simple map changes which can be done quickly with no other effect on game play. Adding some snow-capped mountains to reflect the mtn ranges on Baffin Island and around the perimeter of the Greenland ice sheet also helped reduce the monotony of the terrain up there, improving the aesthetics without having any effect on game play.

#2 France. You have probably already wrestled with how to deal with France/Vichy France, but thought I would bring it up anyway. Would it be worth starting France as a non-locked western ally so that it could later change sides? After all, the British had to take out the French fleet in North Africa and then the US had to fight the French to get ashore in North Africa.

After Germany initially attacks France, the French AI would probably sue for peace with Germany. If France remained neutral, the US and British could then either try to renew the alliance or attack the French to get them out of the way as happened in WWII. I think this would better reflect the tentative and temperamental nature of the allied realtionship with France after its initial defeat in 1940. You could even give the British a couple of Free French units at the start of the game (re-label a couple of British groind/air units). You could place these units in Canada to start so they don't get to Europe too quickly. Also, could keep the French in a locked war vs Japan so as not to hinder Japanese expansion in the pacific. When playing France, it would give you the flexibility of playing off the allies against the axis powers.

My apologies in advance if you have already thought of these ideas and dismissed them as things which might unbalance the scenario.

Am looking forward to 1.4. Thanks for all your hard work.
 
Dr Nick,

Thank you for the report.

"Turn 41 Nagasaki falls to me. I lose 2 old fighters and one b-25 but sink 3 IJN CA, 1 trnsport. In the Atlantic, I sink a Uboat and shoot down an Me-110.
Turn42 Hiroshima falls but I lose 5SS and a dauntless, while shooting down a Kate and a Zero. I sink 3 Uboats and deflect Germany attacks into occupied Spain." Dr Nick

Very interesting early blitz against Japan. I think I will place more
special fortress units in the Japanese cities in 1.4.

"Turn 46I take Bordeaux from the Germans destroying an 88 and some inf. I lose a Dauntless and sink a IJN CA. We make peace with the Sovs and then they declare war right back!" Dr Nick

This is really an early advance on Germany!
It will be interesting to follow if you can continue this rapid offensive
into Germany.

I think your playtest indicates that a US victory in Europe is
possible much earlier than one can think.

Welcome back.

Rocoteh
 
vlad1917_a said:
That scenario is build for enjoying France on SID. For those who loves challenge and not just simple domination. That is a terrible fight.
So far...
I did a mistake. Will see if I can turn them back.
I start building factories not airports. That is a problem. France could not produce flaks, so the only way to resist germans avaition is to build airports.

So far:
withdraw all artillery from the transhes to paris. Hit Italian with other artillery. Hit some of italian distroyers and few battleships but hide in the Corisca and africa at the end of turn.
No benilux.
With artillery and all mechs kill bunch of italians that come to me. In counter attack concuer Milan.
Kill Italian Battleship in the town.lol. That naval is vary valnurable to the bombardment in the city.
No Poland
Kill 1 German army and 2 units.
Kill 2 Germans and 2 tanks Tank
The took english "LeBurge". And placed 6 fly units. I need help. 7 tanks on other side on Paris. I am lucky to concuer 2 of the spain right now. The venice it lucky to Block Germans on that side. :)
7 tanks destored. lucky the game continues....

vlad1917_a,

Thank you for the report.

In version 1.4 it will be possible to build Flak from start for
France also.

I am looking forward to follow this playtest.

It will be interesting to see if you can hold continental France
against German offensives.

Welcome back.

Rocoteh
 
First I don´t think so much forests were good in Russia. Russia is not weak, only in the early phase. But that´s also in reality. Giving them more foritfications would be an idea I could live with, although not historically accurate. I think the challenge for the Soviet player is building up a force that can cope with the Germans AND Allies. I think it is too unbalancing to introduce forests.
My plan is: First I will conquer Asia. That will happen on the continent within 10 turns I think. Then I will collect my troops to take Turkey and Persia as well as Norway and Sweden. In the meantime my troops will have conquered more parts of Africa. At this time I will build transports to make MY D-Day. But for this action I have also to build more ships, especially CAs and BBs and CVs. It might be possible that, after conquering Asia and Africa as well as an offensive on Australia I have to wait some turns for building up the invasion fleet for America.
At D-Day I will attack first the US as the most dangerous enemy. My carrier planes will attack the garrisons and then infantry will take the cities. After that I will send via air transport as many units as possible to the conquered towns. So I will attack the harbour cities with air field first. After conquering the US and Canada I will make a major assault on South America to end the game.
However I will start a new game when 1.4 is published. I doubt I come so far to report that my troops just conquered Fireland...

Adler
 
Not sure if this is possible, but I have a suggestion for dealing with the possible overpowering of the German subs' blitz attacks. Maybe have each 'attack' be worth two movement points rather than simply one. I have subs located off the American coast in my game and one elite sub literally sunk an entire task force of American ships consisting of 2 heavy cruisers, a destroyer, and a transport. Granted, they ended the turn right next to me, but still... Making the subs be able to attack more than once for units that are very close seems ok, but being able to move two hexes and still be able to sink three ships DOES seem alittle overpowered.

As far as Russian defense, I'd suggest, for example, placing special fortress units in those fortifications in front of Moscow and even in the little fortresses. The AI doesn't seem to use fortresses the way they should. Maybe even extend that idea out to putting the fortress/special non-mobile units combo around some of the other significant Russian cities (Leningrad, Stalingrad, Minsk, etc)
 
antoine said:
France emperor 1.3 1939 week 47

Axis hordes have not taken any inch of my territory anywhere.
Brussels, my native town, razed from the start as in every game :(

Had to convince Barcelona, La Coruna and Valencia to join France...

My tactics :
1) workers ---> radar towers and fortresses
2) buy rubber from american brothers !
3) Société d'Outillage Mécanique et d'Usinage d'Artillerie (Somua) S35, heroes of these days !
4) finishing 1hp panzers with somua
4) Hide navy in cities
5) airport +"air batteries" and destroyers helped me alot in Corsica.
6) building some workers first everywhere in Afrika
7) My secret plans : invade South America via Cayenne !

antoine,

It sounds like a good plan.

Invading South America should be an excellent idea.
Not much resistance once you have destroyed the fleets.

"It is a bug ? in my France emperor game, a german sub attacks an english infantry and kills it in Plymouth city ?" antoine

It must be a bug within the game-engine.

This will be very interesting to follow.

Thank you and welcome back.

Rocoteh
 
Grizx,

Thank you for your comments.

"When using this strategy, I have noticed that the Japanese AI consistently sends the Japanese Imperial fleet north through the Bering Straight and east through the Northwest Passage chasing retreating Brithsh naval units. The Japanese fleet either gets lost in the north or ends up in a face-off with the British Home Fleet - a sort of reverse Tsushima. In one sense this is nice as it removes the Japanese fleet from the Pacific and makes a US counter-offensive relatively easy. On the other hand, it is not really realistic.

I have experimented adding some Tundra terrain west of Baffin Island from Canada north to the top of the map to close off the NW passage to simulate sea ice conditions which, in reality, prevented surface units from making any extensive use of the passage. It seemed to solve the problem." Grizx

This is an excellent idea.

I will implement it with using sea-landmark terrain.
This will de facto close the naval moves you describe.

"I did the same above Russia by extending the tundra of the mainland east of Novaya Zimlya up to the top of the map, simulating the actual area where summer sea ice almost always prevents passage except by ice-breaker and most certainly prevented passage during the colder years of WWII."
Grizx


Yes that is also an good idea.
Again I will use sea-landmark terrain.

"Adding some snow-capped mountains to reflect the mtn ranges on Baffin Island and around the perimeter of the Greenland ice sheet also helped reduce the monotony of the terrain up there, improving the aesthetics without having any effect on game play." Grizx

OK, I will look at it.

"#2 France. You have probably already wrestled with how to deal with France/Vichy France, but thought I would bring it up anyway. Would it be worth starting France as a non-locked western ally so that it could later change sides? After all, the British had to take out the French fleet in North Africa and then the US had to fight the French to get ashore in North Africa."
Grizx


Again an interesting idea, but not possible to implement due to the
limimt of the game-engine. The reason is that there would be a 50%
chance France declare war on Britain.

This is the reason to why US is at war September 1939.
Otherwise it would be a great risk there would be war with the
Western Allies after some weeks.

One can only hope for a change in CIV 4.

Thank you and welcome back.

Rocoteh
 
Adler17 said:
First I don´t think so much forests were good in Russia. Russia is not weak, only in the early phase. But that´s also in reality. Giving them more foritfications would be an idea I could live with, although not historically accurate. I think the challenge for the Soviet player is building up a force that can cope with the Germans AND Allies. I think it is too unbalancing to introduce forests.
My plan is: First I will conquer Asia. That will happen on the continent within 10 turns I think. Then I will collect my troops to take Turkey and Persia as well as Norway and Sweden. In the meantime my troops will have conquered more parts of Africa. At this time I will build transports to make MY D-Day. But for this action I have also to build more ships, especially CAs and BBs and CVs. It might be possible that, after conquering Asia and Africa as well as an offensive on Australia I have to wait some turns for building up the invasion fleet for America.
At D-Day I will attack first the US as the most dangerous enemy. My carrier planes will attack the garrisons and then infantry will take the cities. After that I will send via air transport as many units as possible to the conquered towns. So I will attack the harbour cities with air field first. After conquering the US and Canada I will make a major assault on South America to end the game.
However I will start a new game when 1.4 is published. I doubt I come so far to report that my troops just conquered Fireland...

Adler

Adler,

I will in the first hand use the special fortress units to increase
Soviet defense capacity.

Your plan for further expansion sounds good. It will be interesting to
follow how you implement it.

On 1.4.: Right now its hard to say when I can release it.
It will probably be later than earlier mentioned February 20 though.

After 1.4 I will focus on the 362x326 map.

Rocoteh
 
KristiB said:
Not sure if this is possible, but I have a suggestion for dealing with the possible overpowering of the German subs' blitz attacks. Maybe have each 'attack' be worth two movement points rather than simply one. I have subs located off the American coast in my game and one elite sub literally sunk an entire task force of American ships consisting of 2 heavy cruisers, a destroyer, and a transport. Granted, they ended the turn right next to me, but still... Making the subs be able to attack more than once for units that are very close seems ok, but being able to move two hexes and still be able to sink three ships DOES seem alittle overpowered.

As far as Russian defense, I'd suggest, for example, placing special fortress units in those fortifications in front of Moscow and even in the little fortresses. The AI doesn't seem to use fortresses the way they should. Maybe even extend that idea out to putting the fortress/special non-mobile units combo around some of the other significant Russian cities (Leningrad, Stalingrad, Minsk, etc)

KristiB,

Your idea is good but not possible to implement due to the game-engine.

Maybe all U-Boats and Submarines should have move 4 instead of 5.

I will place many special-fortress units in Soviet to create a better
balance. I think that will be the best solution for the current problem.

Rocoteh
 
I don´t think the Blitz ability is so bad. Uboats were often able to attack multiple times and destroy multiple targets. So it was possible that in a convoy a Uboat sunk several ships. In May 1945 Commander Schnee was commanding the only type XXI boat to go on patrol. He neared a British fleet of several CA and CVE. He was in attack range of several ships but he said some not very friendly words towards his father in law and president, Dönitz, who just gave the order not to attack any more several hours ago. He made a training attack on HMS Norfolk and then retreated. IF he ignored the order he would have caused a big defeat of the British RN! I mean the Brits didn´t know what was going on until Schnee told them! They would have looked for a Uboat and never found it before sinking half of the fleet! Considering this and other actions I think the Blitz is a good thing. Perhaps other subs should get it too... Perhaps only US and Japanese???

Adler
 
Does the Germans start with any U-Boats? If so, how many? The reason why I ask is if the Japanese and American subs get blitz too, they have a TON of them to start. It might make them too overpowering. I was thinking that any blitz ability should be in a type of sub that neither start with. It should be buildable right away, but the starting subs would not have blitz. It would make the sub a desirable unit for both sides, but it wouldn't overpower their already strong starting naval positions.
 
^ That's not a bad idea maybe...

Let the Germans get the first 'breakthrough' for their subs first (Sea 1940 maybe?) and then sometime in the 1942 tech tree, the Allies can get it too. That'd still simulate the German's using subs better 'first' but not give them such an overwhelming superiority throughout the entire scenario...

And yes, they start with a decent amount and have a 'sub wonder' that churns out a free sub unit every other turn or so...
 
Well I decide to restart France sid. To mach time lost for Germans. I also decide to think about strategy.
Carefully consideration shows that near by rubber have Portugeses and Italians. Take a Rome in 3 turns impossible. To Take Lissabon pretty simple. I need money so I did not buy any thing from USA.
Espania does not have any air diffence, so using bombers and naval I got to lisbon on 2 turn. I give up on Itallian fleet.
Disbaniding destoyers and subs I make airports and airdiffence on 3 turn. On 3 turn I take millan. Now is time for Rome. I will not take venus. I do not want open second front. With Germans to early.
Brussel was rised by Germans.
Well I forget I sell everything to Polland to get there cash :). They any way dead.
My diffence strategy is always based on artillery and more artillery.
I am not plane to expand anywhere except europe and north africa. I need all my units here.


1) 4 French towns in Africa die from start.
2) there is no difference between Hidro and coal plan why build first?

PS. first time I see that winning conscript unit does not become regular on Constant basis.
 
Week 26 part 2:
Moyale in Africa take, Uganda attacked, but there is still a garrison unit. And my last available Pz IIIe has only one hp left. But this time I risk an attack. I am victorious and also this unit is promoted to elite, like the other Pz IIIe. I have to regroup in Africa now.
In the battle of Reinovo in Russia my conscript infantry destroys 5 Russian divisions for the cost of 2. 1 veteran, 4 regulars (veteran was regular before, it killed last turn the unit that tried to do the very< same like the units now).
U 114 sinks 3 US subs in the Arctic Ocean off Siberia. Of Charleston U 93 becomes Elite by sinking another US sub.

PC turn:
Nothing really interesting, except the Japanese are so polite to bomb Canton. So there are no defenders left...

Adler
 
allin1joe said:
Does the Germans start with any U-Boats? If so, how many? The reason why I ask is if the Japanese and American subs get blitz too, they have a TON of them to start. It might make them too overpowering. I was thinking that any blitz ability should be in a type of sub that neither start with. It should be buildable right away, but the starting subs would not have blitz. It would make the sub a desirable unit for both sides, but it wouldn't overpower their already strong starting naval positions.

allin1joe,

Germany starts with 61 U-Boats.

Notes have been taken with regard to 1.4.
Thank you.

Rocoteh
 
KristiB said:
^ That's not a bad idea maybe...

Let the Germans get the first 'breakthrough' for their subs first (Sea 1940 maybe?) and then sometime in the 1942 tech tree, the Allies can get it too. That'd still simulate the German's using subs better 'first' but not give them such an overwhelming superiority throughout the entire scenario...

And yes, they start with a decent amount and have a 'sub wonder' that churns out a free sub unit every other turn or so...

KristiB,

OK I will look over the whole U-Boat/Submarine issue.

I am sure a better solution than the current can be found.

Rocoteh
 
vlad1917_a,

Thank you for the report.

"My diffence strategy is always based on artillery and more artillery."
vlad1917_a

An interesting strategy!

I will look over the French cities in North Africa.

On the power plants: I think I will make some sort of difference
between them.

It seems that you have a good start on the playtest.

Welcome back.

Rocoteh
 
vlad1917_a said:
2) there is no difference between Hidro and coal plan why build first?

In normal civ, the idea that the hydro plant has no pollution makes it appealing. However, for this sceanrio, I would always build the coal plant. All I built were hydros when I played as America as I didn't really think about it. When I played as Japan, I needed the production quicker. Once I thought about it, I realized that hydro plants are worthless in this scenario.
 
Back
Top Bottom