WW2-Global

clearbeard said:
Holy crap, why'd you wait so long? Stalin doesn't have the proverbial snowball's chance against half the force you've built up!! My German Sid game currently going, I've basically completed Barbarossa before the start of 1940 (took Poland and just kept going ;)), with nothing but PanzerIIIe's. Granted, France took a little longer and the UK is still a force off the coast, but....

I waited so long because I had to bring my armies back from Africa to Europe and I wanted to conquer Britain first. Then a few turns regrouping and so it lasted a few turns more. But now...

Adler
 
I'm always having this error after ~10 minutes of loading the scenario:

Ladefehler
DATEI NICHT GEFUNDEN
"Arts/Units/Transport/TransportDefault.flc"
Das Spiel wird jetzt beendet

That means in the English version it would probably be (for those of you who don't speak German ;)):

Loading Error
FILE NOT FOUND
"Arts/Units/Transport/TransportDefault.flc"
The game will be ended now

I have installed Conquests with German as language. But this can't be the reason for this problem, can it? How can I solve it?
 
Moin ElevenFive,
since this is an English forum I answer on English. You have to copy and paste all units in the unit folder of Conquest. Then you have to rename the unit folders and the *.ini files in the folders with the English word (see the other files). This cost place I know. However there is a patch file somewhere iaround here. I don´t know if this patch is good or not.
Hoffe, das hilft.

Adler

P.S.: http://forums.civfanatics.com/showthread.php?t=73272
Here it is.
 
Week 23:
Das Oberkommando der Wehrmacht gibt bekannt:
To cope with the Bolshevistic danger for the German people and all of the civilized world, the German Reich declared war on Russia. Russia violated the German waters in Norway for the last time! There 6 Russian DDs were sunk. Most probably the Norwegian waters are still not free.
On the continent the German offensive was remarkeably successful. From the Baltic to the Black sea and in Central Asia German troops are in advance. The Luftwaffe bombed the Russian positions near to the border to take them with infantry. In the Baltic the Kriegsmarine made successfull amphibious landings at Riga, Tallin and Leningrad capturing the Soviet fleet. The Baltic is free! Soon the forces there will be transferred back to the Atlantic. Unfortunately the losses of that mission were relative high as there are some elite divisions lost
The infantry attack was successful, but also costly. As the cleaning of the enclosed Russian units. But since conscripted soldiers were used that is not surprising. A regular infantry is to be mentioned here killing a special fortress division that killed 7 infantry units. Infantry had the highest losses. Nevertheless the Russians paid a high price for the damage they inflicted to us: Riga, Tallin, Nowgorod, Leningrad, Kalinin, Lublin, Lemberg, Odessa, Minsk, Kiew, Sevastopol, Kharkov, Kursk, Rostov, Stalingrad, Tula, Khiva, Grozny and Krasnodar had been liberated from the Soviet curse. Moscow is attacked from the north. A Stuka was downed by Soviet fighters, but 2 of them were also shot down.
A US submarine is sunk by U 101 off of Panama.

Losses:
Germany:
1 Flamethrower
11 German infantry (indeed more because I drafted some units)
6 Panzer IIIG (16 IIIE upgraded to IIIG)
1 Ju 87
3 SS divisions
1 light division
6 Hungarian Infantries
1 Romanian infantry
= 30 units at least.

SU
26 worker
95 SS
29 DD
3 BB
1 cossack
51 infantry
3 CL
17 I 16
3 CA
3 T 26
15 RU I 15
16 DB-3B
17 SB-2
11 special fortress
20 motorized rifle divisions
20 MG gunner
1 DDF
= 331 units.

PC:
Russian counter offensive costed 3 units: a MG gunner, a Rumanian infantry and a Pz IIIG.
2 Russian units destroyed.

Adler
 
Adler17 said:
I waited so long because I had to bring my armies back from Africa to Europe and I wanted to conquer Britain first. Then a few turns regrouping and so it lasted a few turns more. But now...

Adler
Well each of us have his own strategy.

When playing for Germans my game was close to clearbeard. I do not follow the history. I know that after Benilux and Polland the next diffenseless is Russia and Turkey :eek:. So why borther with French and British when there are easy targets. Take them before they build up. I am also almost not building diffence units. Instead of concuering Paris my strategy with French was to slowly take the airport "La Burge" near by Paris to prevent British bombardment while taking Leningrad, Stalingrad and all between till Moscow. While assult Turkey and Africa. I give up all navy game play by hiding in mine fields and killing whatever easy one.
Playing Sid you should assault all the time when you could. And The simplest strategy is before the AI build 3-10 diffence unit in the town that means turn 1.
So my used plan was
draft.

Turn 1. Eleminate Polland, Yugoslavia by striking only towns. Pack first armies with infantry units. So "outoftowners" will die itself. Benilux naibors. Berlin builds spy. Others build factories and plants. My single cavalery unit dies right here. There is no place for horses except for food delivery here.

Turn 2 Kill all French units crossing to me with air, draft and infantry. Combination "Air + draft" and most of draft become regular and that is big. Take greeks Thessaloniki and that is wine. Start compaing against russian killing all they air force by concuring Lwow with moved SS division on a first turn and tank. Take as well Vilnius with infantry, Lublin with infantry, Odessa and Sevastopol with tanks and armies. Sevastopol was main Object of attack. On a first turn I place my black sea fleet around Sevastopol so Russian can not move their fleet out of town. On that turn I kill 59 naval units with 1 army and 1 armor. I am ignoring all units that have move 1 They will walk around for a while I will kill them later with air.

Turn 3 Armor and Armies rests while attack continues with infantry and draft.
Athens, Riga, Minsk fall

Turn 4 Istanbul Kiev, Kharkov fall.

Turn 5 Le Burge destroyed with 8-10 British air forces. Rostov Smolensk Tallin

Turn 6 Opps Russian takes back Rostov :( Take it back, as well as Novgorod Krasnodar Grozny,Sansun Trabzon Ankara Adana. That Turn I build my first unit - tank. Well as German I am building most tanks, Offence is best diffence. At turn 15 statistics: 6 towns building Panzers IIIe, 1 town build German 88, 2 Ju88 and 1 bismark And I have not push for mobilization at any given moment because I am building hydro.

Turn 7-8 Take Kalinin, Kursk and beg Russians for Peace. They agree and give me Stalingran and Leningrad. Well I am russian I can not imagine it could ever happen in real life:) Turkish eliminated as well. Greeks elimitaned by Italians. I have around 7 armies already.

My army really exsosted but in next 3 turns will take Paris, and Sues. Stupid french Ai see my empty towns and moves all their mobile units and air forces to my territory were they die. I have place all Germa 88 in close towns. Then taking Paris cost me loss around 5-8 infantries.


Here is a screen shots at 15th turn. Using single marine and bombardment I eleminate some of the British diffence fortresses.

At German SID turn 15 when I stop that game and switch playing to China I have follows major Army:

12 Armies
22 Panzers IIIe ( I am building ~4 tanks a turn while loosing around 1-2 mostly by my stupid plans)
68 Infantry.
10 Germans 88.
6 Ju88
Around 30 capitured workers.
All other whatever have survive :( ...

I am not disbanding for shields any Hungary, Bulgaria or Rumania Infantry because it very useful for rebel suppression :D .

Does any body see my attachments?
 

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heres a thought sparked by "Vlad1917 a" comment about Horses, Germany employed the use of nearly a quarter million horses (dont quote me on that but I know it was 6 figures) at the wars end for moving equipment. :crazyeye: They pioneered the jet fighter but didnt build the simplest of things, a jeep. This greately cost the germans and maybe as a way of incorporating this they could be handicapped in not being able to build any new Railroads or making it extemely difficult to build?

just a thought!
 
oljb007 said:
heres a thought sparked by "Vlad1917 a" comment about Horses, Germany employed the use of nearly a quarter million horses (dont quote me on that but I know it was 6 figures) at the wars end for moving equipment. :crazyeye: They pioneered the jet fighter but didnt build the simplest of things, a jeep. This greately cost the germans and maybe as a way of incorporating this they could be handicapped in not being able to build any new Railroads or making it extemely difficult to build?

just a thought!
1) Horses as a attack Cavalery is useless. Other use are fine for me. Russian were also use horses.

Well That is not fair. Germans have build a road near by Murmansk. I have been on that road 45 years later. The only tanks uses that road but heavy. No body ever fix that road but it is still better then most other "new and old" russian roads.
 
Adler17 said:
Moin ElevenFive,
since this is an English forum I answer on English. You have to copy and paste all units in the unit folder of Conquest. Then you have to rename the unit folders and the *.ini files in the folders with the English word (see the other files). This cost place I know. However there is a patch file somewhere iaround here. I don´t know if this patch is good or not.
Hoffe, das hilft.

Adler

P.S.: http://forums.civfanatics.com/showthread.php?t=73272
Here it is.

Yes, it works now. Thank you very much :goodjob:
 
Rocoteh,

I have been experimenting with diferent DDF specifications. They are pretty similar to the ones you recently posted. Anyway I think you are in the ball park with one exception. If the DDF's can carry troops, the AI just does not seem to build transports. As a result the AI tends not to build tanks, since only infantry can be carried on the DDF's. The lack of tanks particualry affects Britain, since the Japan AI is in love with naval infantry anyway. Still, in earlier versions the Japanese AI did seem to build some tanks.

When using DDF's with specs similar to those you posted for 1.6, but without troop transport capability, the AI builds a good range of naval units, incluing transports, BB's, and CA's.

So I think your new proposed specs are good, but DDF"s should not be able to carry troops as it unbalances the game so much.

****************************

Having now played many USA Sid level games plus several as Geramany and Japan, the pattern I notice is that the German AI does not do very well. (Now just to be clear, these are games in which I took away the DDF's troop transport capability and reduced the DDF stats).

This weakness of the German AI is especially evident when the US Atlantic fleet is very active in helping to clear the Atlantic in the Early game, but happens even if the US holds back.

With Britain strengthened to the degree it is, I have not seen the German AI be able to capture Britiain, even with the US holding back.
The German Ai also seems to have a hard time taking France and tends to leave it alone or give up.

The German AI usually ends up sititng in it's original terrain/cities surrounded by England, France, and Russia. Russia then takes Finalnd and Sweden. Cutrains for Germany.

If the German AI attacks Turkey, that is a good sign that the German AI may do a little better, last a little longer. and may even break through to northern Africa and the Suez canal. But even then, when Germany and Russia go to war , the German AI is unable to make much headway against Russia. The main opponent for the US human player almost always becomes the USSR, with Geramany nothing more than a speed bump..

I am experimenting now with a map that starts the Germans with all squares already irrigated and mined (excpet forests} and with railroads in all German squares; also exchanged all German pigs for cattle, which give the same amount of food, but one extra extra shield. i am hoping that this will give the German economy the boost it seems to need to give the AI a slightly better chance. I did try just giving Germany more workers at the start, but the AI never used them to make terrain improvements.

Another possibility is to give the northern Italian cities to Germany at the start of the scenario. In 1943 Germany did at first start by only occupying the northen Italian cities and seizing Rome. This twists history a bit. But I see no way that the German AI has any chamce of winning at SID level over a human player playing USA, USSR, or Britain. Yet another possibility is to give the Spanish cities to Germany but give them only garrison troops there to start. Again that twists history, but Spain was Fascist under Franco and not exactly an outright enemy of Germany.

The same goes for Japan. At SID level the Japanese AI just does not pose a serious threat. There is a short period at the start if you are playing Britain when you have to be very careful as you build your economy and make improvemements, but thats quickly passes.

I have experimented with giving the Japanese AI up to 15 or 20 more workers and two more transports at the start. I have aslo tried giving Thailand to the Japanese (same as you did with Bulgaria for the Germans), but with only garrison troops and just one Thai infantry. Those changes appear to work very well and help the Japanese AI considerably. Even starting with the Thai cities, Japan cannot do much with them for quite a while. And I don't think that overpowers Japan, even for a human player.

If any of these changes were to overpower theses Civs in the hands of a human player, this could be easily counterbalanced by some suggested self-imposed restrictions when playing them as the human player. (See below)

Grizx
 
I have read several forum comments on play level - Emperor, Deity , and Sid.

I, myself, am not a very good Civ 3 player. In regular CIV3 games I can do OK at Regent level. At Emperor level I usually lose. Deity and SID I just don't play becasue it is a disaster.

This scenario, however, I think it is best played at SID level. This is not becasue of problems with the scenario, but limitiations of the AI and game engine and the challenges of histroical realism/accuracy

For a reasonably quick guaranteed win- play Emperor. A little bit harder, play deity. For a more serious challenge and the best game experience for this scenario, play SID and place some limits on yourself.

Here are some ideas for limitations you can place on yourself to make the scenario more exciting in the sense that your victory may not be so easy or guaranteed:

When playing Germany do not allow yourself to rush production and do not allow yourself to use mobilization. Try to duplicate the sequence of German campaigns Poland - Netherlands/Belgium/Norway- France - USSR and throwing with something to help the Italians in North Africa along the way.

When playing the USA, do not invade any South American countries except Mexico. Do not allow yourself to rush production. Keep the US Atlantic Fleet in port until at least halfway through 1940 except for the old 4 stack DD's which you can send to help England (also somewhat historically accurate. You can also limit the number of Marine uits and Iowa BB's you produce.​

Japan is probably tough enough as it is. But build tanks and limit your relaince on Naval infantry/Marines​

Have not played Britain and the USSR enough so cannot really say what are the best handicaps to impose on yourself, but the same ideas apply. Perhaps for Britain allow mobilazation only for 1939 and then no more. things like that.​
.

Some realistic limits on BB's for any civilization you play also works. For example, even limiting yourself to 7 or 8 Iowas total, you can still win. You just have to build the carriers and SDB's with them.

Placing some self-imposed restictions on ourselves when we play a given country allows the scenario to be developed with the best AI's possible given the restictions of the game engine.

WE all want histroically accurate units in the game, but we can also give some considertion to at least starting out the scenario with the same objectives and stratgies that were used in the war. When you do that this scenario really shines.

And heck, if you start to lose badly you can always mobilize. :)

Anyway, those are my latest observations and thoughts for whatever they may be worth.
 
1) Horses as a attack Cavalery is useless. Other use are fine for me. Russian were also use horses.

Well That is not fair. Germans have build a road near by Murmansk. I have been on that road 45 years later. The only tanks uses that road but heavy. No body ever fix that road but it is still better then most other "new and old" russian roads.

I think you missed my point. let me clarify:

Your mention of a cav unit sparked a thought for me, regarding germany and the use of horses. They used horses to move artillery and transport supplies instead of jeeps and trucks. As a result, there supply lines sucked and were slow which could be simulated by not allowing railroads for germany. its a very off the wall thought. Not even totally practical in retrsopect as it would impact the shield capability of cities.
 
oljb007 said:
I think you missed my point. let me clarify:

Your mention of a cav unit sparked a thought for me, regarding germany and the use of horses. They used horses to move artillery and transport supplies instead of jeeps and trucks. As a result, there supply lines sucked and were slow which could be simulated by not allowing railroads for germany. its a very off the wall thought. Not even totally practical in retrsopect as it would impact the shield capability of cities.

I saw u point. But I know from the history that all trucks are stuck in russian mud. While horses still go.
 
Grizx said:
I have read several forum comments on play level - Emperor, Deity , and Sid.


When playing Germany do not allow yourself to rush production and do not allow yourself to use mobilization. Try to duplicate the sequence of German campaigns Poland - Netherlands/Belgium/Norway- France - USSR and throwing with something to help the Italians in North Africa along the way.

When playing the USA, do not invade any South American countries except Mexico. Do not allow yourself to rush production. Keep the US Atlantic Fleet in port until at least halfway through 1940 except for the old 4 stack DD's which you can send to help England (also somewhat historically accurate. You can also limit the number of Marine uits and Iowa BB's you produce.​

Japan is probably tough enough as it is. But build tanks and limit your relaince on Naval infantry/Marines​

Have not played Britain and the USSR enough so cannot really say what are the best handicaps to impose on yourself, but the same ideas apply. Perhaps for Britain allow mobilazation only for 1939 and then no more. things like that.​
.

Some realistic limits on BB's for any civilization you play also works. For example, even limiting yourself to 7 or 8 Iowas total, you can still win. You just have to build the carriers and SDB's with them.

Placing some self-imposed restictions on ourselves when we play a given country allows the scenario to be developed with the best AI's possible given the restictions of the game engine.

WE all want histroically accurate units in the game, but we can also give some considertion to at least starting out the scenario with the same objectives and stratgies that were used in the war. When you do that this scenario really shines.

And heck, if you start to lose badly you can always mobilize. :)

Grizx WELL written. :)

I am proposing follows modifications that will adjust some of u cases.
My suggestion base on the idea to allow some peaces available only for particular players. But it will requires to balance research.

General
Remove ability to transport units from all navals except 2 transport units.
Not allow spy operation for everybody except Germany until Air 1941.
Require 1 citizen for 1 marine.
Require 2 citizens for each huge ship like Iowa etc.
Do not allow mobilization from the beginning to all except Russians and may be Japan.
Reconsider buildings that can be build with Mobilization.
I suggest to remove temple, cathedrals, libraries (basially all cultures building) Marketplace, offshore and hydro plan.
Allow mobilization to all others around Land 1940.

The draft:
Allow draft to all coutries except USA and Germany.
USA and Germany mast recieve it Somewhere at "air 1942"
Russia should get Draft as it have right now.
Britain should have reverse draft Normal at the begining and twice weaker with Land 1940.
Others should have weak draft but with research updates to stronge ones.
May be make mountains inpassible?

USA
A) Delay intervention into the war.
1) Skip 1 turn.
2) Move subs and some atlantic fleet into the carribian.
3) Give US 1 or 2 special transports.
4) Does NOT allow USA to build more transports until "Sea 1941" researched

B) Prevent Early concuering of South America.
1) Place barbarian immobile units with tamendos strength somewere in mexico so USA could not pass it. It still possible to by pass with air troopers but it not that effective and will delay at least for a couple of turns. Or place Volcanos somewhere

C) Prevent building marketplaces until Land 1940.

Russia
A) do not allow to build baracks until Land 1940.
B) Place partizans


France
A) tough to surive enougf. But need couple more units in the second line diffence.

Britain
A) Do not allow building of hospitals until Air 2 1940.


How to remove draft and mobilization. :crazyeye:
Add mobilization OR draft to 2 advances.
one should belong to place where countries must have it during research
Let say add it to Land 1940.
Add the other one named Mobilization but does belong to any period. Give them to Russians and Japan.
Do the same for draft.

PS.
Rocoteh, If u wish I can modify the scenario with those and previous my ideas and give it too u.
 
Vlad1917

Thanks for your response. You raise some good suggestions which I can use for my own games.

However I just want to be clear that what I was recmmending was that the scenario be designed to give the AI's the best possible advantage, and then list possible self-imposed handicaps for human players to use or not use as they wish when they play any given country.

That approach it seems to me, involves making the least possible changes to the scenario files while still ensuring that as a human player you will have the most challenging AI opponents possible no matter what country you choose to play.

For example, as a human player, deciding not to use mobilization is your choice and does not mean changing the scenario. Programming the scenario so that AI's don't have mobilzation would, I fear, really hurt the AI ability to fight a challenging war. And I think Rocoteh has already done a really good job of taking that into account.

On the other hand, your suggestion to skip a turn or two for the US is a really good one and requires no change to the scenario.

So my basic thesis is to design each civ as if it will be played by an AI and give it plenty of advantages so it can overcome some of the limts of the game engine.

This would mean that any civ when played by a human could well be overpowered. The most flexible and simplest way to address this potential imbalance is with a list of suggested handicaps players can impose on themselves when they play a given country. The better a player you are, the more restrictions you can impose on yourself. Players are free to use them or not.

Rocoteh,

I hope I have not complicted things for by posting these thoughts. As I have said before, the scenario is really great as it is. Some of the adjustments you have indicated you will make will make it even better. You have done a fantastic job of balancing all the suggestions from people like me in the peanut gallery.

Grizx
 
I agree with y Grizx.
From my expirience most interesing game is when each side is unique. I am trying to make that one of the best scenario be even better. Unfortunatly I am to lasy to create my own but I can suggest how to improve it.
The problem is some suggestion to tough to implement. So it can be simple ones that increase playing.

As I understand history here is some points on a nationality
Germany
Fast advance, superior technology at the begining. All units are well trained.
Luck of resources at the end. No draft or mobilization before 1943. Tank, more tanks subs and air.

Russia
Loss at the beginig no training till around 1943, but fast catch up in HUGE production. Endless human supply.
Infantry, Artillery as well as tactical bombers. Allies support by land lease.

USA
No interest except money at the beinning of the war. Underestimate Japan. But become very powerful in research. Paratroopers and air.

France.
No comments

Britain
wide spread and all points to diffend the homeland. Air and radars. Was able to fight with Germans in air all the time.
 
Maybe posting just once a week isn't enough, seeing the number of replies here...

Anyhow, my report:

America, v1.3, currently week 33, 1941

Instead of going week by week, I'll go theatre by theatre and see if that gives a better picture of my game.

South America.

I am currently at war with Brazil, and they are nearly gone. On this turn I capture Porto Alegre, spawning Eisenhower, who forms the 2d Marine army (the first was in the Pacific). In week 34, I take Goyaz and Cuyaba, and the turn after that Montevideo falls. Curumba is taken in week 36, and Brazil is no more.

On week 9, 1942, I declare war on Argentina, and capture Rosaria, but they retake the city on their turn. I then take Buenos Aires, Rosaria, Salta, Santa Fe., Mendoza, and Bahia Blanca. There is no peace with them as of yet, but my invasion is over. By this time it is week 12, 1942.

In the Pacific, I am halfway up through China, still battling the Japs who had been kicked off their home islands. They are not very good on the defensive, and my two huge carrier groups off shore tear them apart. I take Haichow, Shanghai, Chengtu, Teintsin, Yenan, Peking, and Kalgan fairly easily all in one rush. This is the first test of the Shermans, and I like them a lot. Not as good as marines, but then they're a good bit cheaper too. :) I now advance into Manchuria, which is not more heavily defended, but slower due to all the forests. By week 47 of 41, the only Jap cities left are way off in the himalayan mounts. I leave them to the Brits, who eventually finish them off on their own.

In Europe, things heat up quickly. When last I spoke, I was battling the nefarious Uboat threat posed by the Nazi shipyards. In responce to this threat, Operation Closure, the capture of Iceland, is formed. I am certain the uboats are not getting through the channel, as the Brits would catch them more often than not, so I need to block the route going out of the North Sea. Reykjavik is captured on week 34 of 41, killing the Danish people, but it was for the good of the world, so no love lost. :D

On wk 37, Spain Declares War on Britain. After a few turns of relentless bombing by my atlantic carrier group, the Spaniards give up, and we have peace again.

By week 38, I believe the Uboat menace to be under control (at least enough for enough convoys to get through to europe w/o being sunk), and a massive airdrop by many US and "mercenary" Paratroopers surrounds the city of Amsterdam and the US invasion fleet prepares to dock after the area is reasonably secure! Once the Krauts find out what we're up to, their Panther divisions manage to break through the seige of Amsterdam, but they fail to crush the paratroops, and more importantly, they FAIL TO RE-INFORCE THE CITY! On the next week, all remaining airborne troops charge the city after raiding the adjacent radar station. Though Very heavily defended, the paras give the city a thorough beating, and nearly take it under their own steam. But the German garrison has run out of time; there in the distance looms the sea-borne invasion. The Marines take up where the paras left off, and Amsterdam is ours! Operation Overlord's initial landing is a success! :king: The rest of the marines who had not fought on the beaches prepare to defend the city against the inevitable German counter thrust. I have no decoy, and the Germans will certainly beleive that this is the schewerpunkt (did I spell that right?). Though the landing has succeded, a decisive breakout will require many more troops, and the Germans are still a VERY potent power, on the seas, on the ground, and their FW 190 can only be beat by pure numerical superiority. The buildup period has begun. 12 Marine divisions prepared to give their lives for the city of Amsterdam.

It was another five weeks before sufficient troops were assembled to launch another offensive, and a small one at that. But the attack on Brussels did more than just liberate a city from the Nazis; A great leader spawned there formed an army sufficient to defend Brussels on its own. The second we captured the city, however, the Germans predictable launched a counter attack, and razed Amsterdam, denying us a port. Maybe we should have brought over some mulberries. :(

Germany seems to be rush buying Panthers. Every turn they throw two or three at my cities. My strategic airforce (mainly b24s at this point) is proving to be the only really reliable tool for taking down heavy armor and defensive units. (btw, the B17G does seem to have a bit too high a range; It can reach from Ireland to Moscow! Maybe taking five or more off the range would be advisable. I know that all of Nazi controlled Europe was vulnerable to bombing by these, but in terms of gameplay and relative to the rest of the map [some one playing Japan said the US bombed Hawaii from the mainland with these] it seems a bit too much). Germany is still very much a power, but one that is certain to be worn down with time.

Also, in this game, my British allies have proven themselves very helpful. By week51 they had captured Sardinia, Corsica, all of Italian Africa, and up the boot to Rome. By the time Germany has fallen to her knees, they had taken all of Italy! Of course it helped that I gave the Brits buttloads of gold, but I wasn't doing anything with it, and it seems to have been a worthwhile investment.

1942 Starts off with an overwhelming naval victory. a stray fighter (I misclicked, actually...talk about luck! :king: )had swept over the Nazi port of Brest and found a convoy of 4 Bismarck C and a CDS sitting being refueled! Every heavy bomber that could be spared flew over the city that week, and by the end, 3 of the Bismarcks were blocking the channel with their wreckage, and the other two ships were severly wounded! Hurrah for our airforce!

The next week a large convoy lands on the beaches of Normandy to capture Paris, which they succeed in doing the next week, as well as razing Brest, and demolishing the Seigfried Line (though at high cost in Sherman tanks). In the German counter attack, they launch 6 Panther divisions at us, killing 7 marines and 2 wolverines. They fail to re-take paris though. When it is my turn, my airforce kills all six Panthers.

As more and more convoys arrive, I take the initiative and overrun Lyons, cutting off everything south and west off from Germany itself. In the next several weeks I capture those cities themselves.

I finally begin my offensive into Germany herself. Stuttgart and the Ruhr region fall within a week of each other. this success is marred slightly by the troubling news that Britain has declared war on the Soviets. :worried:

We are eventually forced to declare war on Russia ourselves, though the action is at first all in the Far East where I held China. In Europe, I continue methodically using LOTS of heavy bombers to soften defenses (germany's defenders are top notch! I like this, it makes it so you really cannot progress without a large airforce. I would be stopped dead by the StuG IIIg if it weren't for B29 SFs.). I eventually capture Berlin itself. I have taken Berlin and Tokyo. Britian had taken Rome.

HOUSE RULES VICTORY WEEK 25 1942!!!!!

Then there is the war with Russia to recount, but I'm tired of typing, so I'll save it for tommorrow. I intend to dunk Russia soundly in this game, and I have just gotten the really fun toys like the M26 and the Iowa class, not to mention thos B29s :cool: this could be FUN!
 
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