WW2-Global

So I finally read a little more into, and I assume that the patch is trojan free even though I person supposedly found a generic. Although, it is kind of fishy that Skyer2 the one that posted this patch hasn't responded to his thread in awhile. Maybe he is busy or something.
 
Hold on there Cowboy,:cowboy: you are getting out of control!!!:eek: You absolutely need to talk to the creator of this scenario for your problems.:) That is what you need to do :) ,rather than do this!!!:badcomp: :lol: :joke:
 
SuperKid, I was talking about another thread that has a patch that prevents city razing. I was talking about Skyer2 patch possibly having a trojan because one person posted something about it (turns out that only one person said that and a lot of people ran anti virus and other programs and nothing came up) . I wasn't talking about this map having at all. The reason why I was posting it in this thread was that Rocoteh said there wasn't an option to prevent city razing then I came across a thread that has a patch for it. I provided the link to that thread a few posts back. So basically I was talking about completely other thread and would never suggest this map has anything bad on it.
 
Pendar852,

Air trade was removed from airports and water trade was removed
from harbors. That heavily reduce load and waiting time.
This was first found out by El Justo.

In WW2-Global only some of the wonders will allow air tade.

Rocoteh
:)
Thanks Iwill try this, i Hope it will work, Waiting time in my wwll scenario
is painfully long:sad:
 
This is the second discussion on the so called "no-raze patch" in
this thread.

I repeat what I have said earlier:

I will not distribute the patch!

Its clear that one can not rule out legal action from Firaxis
against those who distribute the patch.

"The reason why I was posting it in this thread was that Rocoteh said there wasn't an option to prevent city razing then I came across a thread that has a patch for it"
BEERPACK

OK, to clarify then:

I meant that with the current legal editor its not possible
to stop AI from razing cities.

To those who want to discuss the "no-raze patch" further:
Please discuss it in the thread launched by Skyer2.

Rocoteh
 
Okay, sorry for not checking out entire history of posts for this map. There are a lot of pages. Take it easy and anymore post I make on this thread will be related to this scenario.
 
Okay, sorry for not checking out entire history of posts for this map. There are a lot of pages. Take it easy and anymore post I make on this thread will be related to this scenario.

No problem.
It was a general comment on the whole patch-discussion.

Rocoteh
 
It's week 34, 1940.

Germany has conquered European France - though the French made them work for it. I note that Germany's army now has over 80 of those 88s, and over 30 Pz. IIIg's. Very few Pz. IIIes left, not a ton of Infantry units, about 50 divisions total or so. Fewer bombers and fighters than it use to have though - Yeah England! Their navy has about 5 u-boats and that's it. Oddly, the Yugoslavs committed collective suicide by declaring war on Germany and were promptly swallowed whole. Very irritating that the Germans added those 3 cities to their production base.

The Brits, now that I can look at their order of battle - are GIGANTIC. I didn't realise how big their military was in this game. For instance, they have 11 of their original BBs left and they have 19 KGVs. I don't know why they need that much - it doesn't make sense to me. They have about 35 or so Spitfire squadrons, about 40 total tank units - counting those useless British Tank Brigades - and about 200 Infantry of varied types (not counting militia - of which they have 230 divisions). At one time they had over 80 divisions of British-India Infantry - now I see they have about 60 (that change occurred over 1 turn) so apparently they lost a good sized army somewhere - I assume in China. The Brits have taken all of Italian north africa except Tobruk (which has stood alone now for over 10 turns). East africa is still unmolested.

The Russians are still sitting out - I don't have a spy with them yet.

The French have a reasonable number of infantry units - 60 or so - and still have some serious warships - a pair of BBs and a BC.

The Italians have lost their entire navy - the whole thing. They also have very few air units. Lots of infantry - a few motorized infantry and a few tank units.

The Dutch lost their european homeland, but they are still fighting. The only city they lost in the east indies was Banjarmasin on Borneo (which I have since taken from the Japanese). They launched an amphibious attack on Taipei, but it failed. The Brits did that too and it also failed (cost the Brits an ANZAC unit - why the AI sends amphib attacks with single ground units I don't know).

The US finished with development of all workable terrain in the lower 48 and has started puting in its RR (the line so far stretches from NY to Oklahoma City - with another one between San Francisco and LA). Once I've finished the transcontinental line, I'll link the remaining cities, then start developing the RRs around cities to increase production. I have about 130 workers so far.

I've completed 3 tech advances and am almost done with the 4th (the second one gave me B-25s and Wildcats - very key at this stage).

My Pacific fleet has hammered the Japanese navy badly and has escorted my original lone transport (still the only one I have in action there) with its lone marine division (the 1st Marine Division has done yoeman's work in this war so far) and assorted rush-built infantry units as I get them done in the Philippines, and has successfully taken Kwajalein, the Philippines, Borneo, Guam, Saipan, Hainan and Taipei. I have about 25 B-25 squadrons operational over there now - and the fleet has 14 CAs, 11BBs, and 5 carriers. It has sunk 6 Japanese BBs, 15 CAs, 12 CLs, all of Japans submarine's (except those sunk by allies) and 5 of their carriers (one extremely irritating event: I reduced the Japanese BB Kirishima to 1 hit point through bombardment then attacked it with the Nevada - fully healthy with 10 hit points - and the Kirishima sunk the Nevada - I was furious). I spoke too soon on my allied fleets. They did good work. They sunk the Kaga and 4 Japanese BBs. We have reduced Japan to 2 transports, 2 CAs, and 12 DDs. They have also built 2 Yamatos. The Dauntless squadrons aren't great, but they have done well. They have accounted for most of the sunk Japanese ships - though I have lost a lot to flak and interceptors. The Buffalo squadrons protected me successfully - at a high cost in lost fighters - until the Wildcats arrived and my carriers are now fully equipped with the much better F4Fs.

The new BBC2, the USS Indiana, is en route with a transport with 5 marine divisions and 1 heavy artillery. Another new BBC2 (the Washington) with a new C3 carrier (the Wasp) is leaving LA this turn with 2 transports loaded with assorted stuff. I'm heading now to Okinawa and, with the additional ships and ground forces, hope to invade the Japanese home islands. I have a net of subs around Japan so I can track their navy.

Japan's air power has been reduced to 1 squadron of Kates and about 20 of Nates. I've seen no zeros or Otsus yet. When I took Hainan and Taipei, their chinese theatre air force intervened and I wiped out their Vals and Kates (they had removed them from their carriers - oddly). In China, Japan has managed to take most of eastern central china. My air force intervened to great effect though and slowed them up - but now it's leaving to head for Japan so I expect they will continue to advance against China and Commie-China. They have 22 tank divisions and about 160 infantry divisions - not sure how they are deployed.

I have 13 marine divisions, 8 carriers, 3 BBC2s, 4 transports and the rest of my original fleet. I'm preparing an invasion force to head for europe. I wanted to wait until I could build convoys but don't think I will. I'm going to have 6 BBs and 6 carriers with the invasion force and transports with about 60 ground units loaded. I can't build decent tanks yet, but will make do with marines, infantry and heavy artillery (and the occassional airborne division). I estimate 30 turns to fully construct it.

Query: How does the US get air power to Europe? I can't land them in England - I don't have any airbases over there until I take something and the only thing reasonably possible at this stage is a mediterranean island like corsica. My fighters clearly have no way to get there unless ferried on carriers and that seems a waste. Only my longest range bombers, when I can build them, could reach that far - I don't think B-25s can. So how do others deal with this air deployment problem for the US to Europe?

Kelly Whiting
 
Query: How does the US get air power to Europe? I can't land them in England - I don't have any airbases over there until I take something and the only thing reasonably possible at this stage is a mediterranean island like corsica. My fighters clearly have no way to get there unless ferried on carriers and that seems a waste. Only my longest range bombers, when I can build them, could reach that far - I don't think B-25s can. So how do others deal with this air deployment problem for the US to Europe?
Heh, I'm also playing as America right now, and this had me rather flummoxed at first too.

Firstly, B 25s can indeed make the jump from East Coast to mid-Mediterranean (I remember moving from Columbia to Rome...).
Second, you can always build an airbase on the Azores, well off the coast of Spain. Wildcats and Buffaloes can make the jump from the states to the airstrip, then next turn into Europe.
 
ww2global2.4 Italy Deity
Campaign during Game Year 1941:

We left off:

'"From week 20 until the end of 1940 I built roads through the Sahara and conquer: Kindel, Bardei, Tekro, Gao, Agades, Timbuktu, followed by the sub-sahara cities of Mao and Kano. The 2nd African Army then makes an amphibious run to take Nouakchott, and Dakar and then moves inland to conquer Bamako. On week 36 I attempt another amphibious assault againest Abidjan and my force of 6 CAs 4CLs 6DDs 4CLAAs run into 6 KGVs and is slaughtered. I am fortunate not to have lost any transports or assault units (1 Marine, 7 Mtn Inf, 4 M13/40, 4 Mot Inf) which were covered by the Cruisers as they withdrew.
Also on Week 36 I started the assault into the Congo. After terrible losses in Mtn Divisions and Inf I am finally able to take Bangui and Stanleyville but I am stopped in front of Lagos, Nigeria and Kamina.'"

There was no further offense in Asia! I concentrated exclusively on Africa which was very difficult since the British had improved units and a relatively large number of them.

I withdrew my damaged assaulting units from the debacle in front of Lagos, in the east; but the forces which were stalled in front of Kamina were destroyed by French units attacking East (with the help of British bombers.) It was time to build roads.
Roads through the jungle take a loooong time to construct! While I transferred workers from Asia, Sahara, and Europe to start this necessary construction to get tanks and airfields setup for a continued assault againest Central Africa I will try to make another Amphibious assault around the coast of West Africa to Take the coastal cities of: Abidjan, Accra and Lagos. If the KGVs moved away it should be possible, if not, I am bringing 8 new "Littorios" and a CV, various CAs, CLs, DDs along with three transports to win the naval battle.

The Italian 1st Army is in support of the Combat Engineers and workers who will continue building the road through the jungle as fast as possible. The Estimated Month to attack with coordination with the East African Front is July. South of Dondalla my pickets are under constant attack and when not destroyed have to be cycled often. The British must now have one of their longer range bombers which seem to hit my forward units but not my cities where I maintain heavy FLAK! I am going to build an airfield to support fighters who will be able to handle the bombers. Italian Fighters is an oxymoron! I lose 3 fighters for every bomber but at least they are not hitting my ground troops as I continue building the road or marshall them for the assault!

Week 15, 1941: As I approach Abidjan again my naval force comes under air attack. The Fighters carried aboard the CV are all shot down in two weeks without a single bomber loss! The Littorios take only light damage from the remaining bombers and on week 17, 1941 face the 6 KGVs and some DD1941s. With the loss of 5 BBs and damage to almost all the of the other supporting vessels I successfully land the eighteen units outside Abidjan but I am forced to dig in for defense as the strenth of this French Capital is too great for my poor units to assault immediately. Over the next 11 Weeks I bring up some more CAs and CLS and along with the 3 surviving BBs pound Adbijan to try to prevent attacks upon my "invasion" force while I send the entire 2nd Army and some 20+ AFVs overland to take the city. The German U-Boats show up on Week 19, 1940 and I never again see another allied ship in these waters. Abidjan falls on week 27 and Accra on Week 28! The new French Capital is now New Caledonia! With the road complete from Bamako to Accra I now send almost all of my AFVs (I left 12 in Asia and 30 in Europe) to make Africanus Roma in the second half of the year.

The assault by the 1st Army actually appears to start with the Belgium and British (some French) forces trying to attack my workers building the roads through the jungle. With the roads from Egypt already complete to Stanleyville by week 5, 1941, I transfer all but about a dozen Mtn Divisions down the roads to Stanleyville to get ready for the jungle assault. The attrition between Belgium and Italian units is about 3 to 5 but since I can so outproduce them they have quickly stopped their counterattacks. The British, however, did not engage us until about 4 hexes from Kamina. They would attack my stack of Infantry, Combat Engineers and Workers; kill one and withdraw. The Bombers started pounding this stack on week 31. I quickly rotated the damaged units for undamaged while I continued to build the road to Kamina. The British level bombers apparently cannot kill land units and until I conquered Kamina (Week 40) I did not see many ground units. The British lost some of these bombers to my FLAK units but they still usually hit me with between 15 and 20 a turn. The loss of Kamina was the beginning of the end to effective resistance in Africa. Leopoldville fell eliminating Belgium on week 42. Brazzaville fell to the 2nd Army week 39. By week 52, 1941 all but the last 5 South African Cities (Cape Town, Kimberly, Johannesburg, Pretoria, Walvis Bay) and the Portuguese possessions are under Italian Rule. The game has now reached the unit cap and there are no longer any allies or axis transports to carry out further invasions, and I will now stop this play test with my final observations.

As of the close of this playtest:

The most powerful Army is the Germans followed by the USA, and Japan.
The most powerful Navy is the Italians followed by the USA and British (the germans have control of the Atlantic with U-boats)
With all of the cities razed the Axis could conquer all of the Allies areas including North and South America and not make the Land percentage.
Guam, Davao and Makassar never fell! Australia successfully repulsed all invasions until the destruction of the Japanese Fleet by the combined British, USA, Dutch and French Fleets.


To repeat the first four observations from a previous post two months ago:

1) Neither Production or Economic Changes by themselves can make the AI more aggressive, they must be combined.
2) I do not think that Defensive Units should be anything but autobuilt by the AI. Even the British built too many militia instead of Inf units which is all Italy basically faced. The French cities were tougher to take.
3) It is not necessary to make the units cheaper for the AI. They have a cost advantage with the Challenge Setting.
4) The discussion regarding the "no-raze" mod should again be re-visited. If Germany had to defend all of those cities It may have changed the strategy. Perhaps settlers should be reintroduced with some house rules.

4a At the start of the game a number of "settlers" to be given every player nation or autobuild settlers maybe one every 26 to 35 Turns which may offset the raze issue without copywrite infringements.

5)The reason for very little end game play is the engine restriction upon the number of units. Perhaps the cost of units after the free ones should be raised significantly (maybe 4, 5 or even 10) so minor nations or weak economicnations will have to consider more carefully how to upgrade units vs large numbers of useless older ones.

Maybe additional Government Settings.

(PERHAPS A DISCUSSION ON THIS ISSUE IS APPROPRIATE AT THIS TIME - no shout intended)

6)The Balkan nations may be combined as a single nation to simplify their management. I still feel that they should be separate from Germany.
7)To make Italy a playable nation on a harder setting the addition of Massena (Salerno) with the elimination of the Saharan city of Bardai is necessary for the survival of the Italian navy (still only a 1 in 3 chance through 11 playtests - I restarted 8 games) and should not really upset the areas of the game.
8)Some map enhancements:
a) hill squares maybe given a food and can be terraced (irrigated) or mined. This may help reduce the number of starving cities later in the game, particularly in deserts.
b) Danzig was always a productive city. It is pitiful because it doesn't seem to have enough resources to grow. a cattle 25 placed at X202:Y66 instead of some other German city will solve this problem.
c) For Italy: Changing Gold to Gold 25 X196:Y98 and adding a Gold 25 at X195:Y97 in central Italy to allow some money to spend on technology. Changing Fish to Fish 25 at X192:Y98 (Rome should have a larger population to allow for the quicker production of workers and later combat engineers.) Special Fortresses as border guards in N Africa at X189:Y119 and X205:Y121 (speed bumps) to give the player a chance to reinforce N Africa if they want to make a fight of it. Finally, Bringing the 2 Italian Inf Units in Addis Abeba to Veteran status.
d) Though I have not read all of the pages of all of the posts since this scenario's inception I was unable to find any discussion about the lenth of time to complete technology advances. I believe this is still too quick.

perhaps 8 turn minimum?

9)Dive Bombers should be given both land and sea kill ability. If the British had an effective Dive Bomber when I started my assault through the Congo they would have discouraged me further and I would have had to make bigger stacks to insure unit survival.

There have been some other observations and suggestions for testing in my previous posts so I will not repeat them here but I believe that this scenario, even with the limitations as imposed by the game engine is the finest work in Civ3.

Kudos Rocoteh and company;

Keep up the good (volunteer) work. It is appreciated by all of us who are generally silent but so thankful.
 
Kelly Whiting,

Thank you for the report.

"US Update - Emporer Level

--------------------------------------------------------------------------------

It's week 34, 1940.

Germany has conquered European France - though the French made them work for it. I note that Germany's army now has over 80 of those 88s, and over 30 Pz. IIIg's. Very few Pz. IIIes left, not a ton of Infantry units, about 50 divisions total or so. Fewer bombers and fighters than it use to have though - Yeah England! Their navy has about 5 u-boats and that's it. Oddly, the Yugoslavs committed collective suicide by declaring war on Germany and were promptly swallowed whole. Very irritating that the Germans added those 3 cities to their production base."
Kelly Whiting

In version 2.5 the 88 will be autoproduced. Hopefully this will result
in increased production of armoured units by Germany-AI.

"The Brits, now that I can look at their order of battle - are GIGANTIC. I didn't realise how big their military was in this game. For instance, they have 11 of their original BBs left and they have 19 KGVs. I don't know why they need that much - it doesn't make sense to me. They have about 35 or so Spitfire squadrons, about 40 total tank units - counting those useless British Tank Brigades - and about 200 Infantry of varied types (not counting militia - of which they have 230 divisions). At one time they had over 80 divisions of British-India Infantry - now I see they have about 60 (that change occurred over 1 turn) so apparently they lost a good sized army somewhere - I assume in China. The Brits have taken all of Italian north africa except Tobruk (which has stood alone now for over 10 turns). East africa is still unmolested."
Kelly Whiting

One can argue that its unrealistic that Britain can build such a huge army.
However the game-engine must always be considered.
If Britain was restricted to build historical number of divisions
it would for sure produce very unhistorical results in this scenario.

"The Italians have lost their entire navy - the whole thing. They also have very few air units. Lots of infantry - a few motorized infantry and a few tank units."
Kelly Whiting

With regard to naval aspects AI is a big spender.

"The US finished with development of all workable terrain in the lower 48 and has started puting in its RR (the line so far stretches from NY to Oklahoma City - with another one between San Francisco and LA). Once I've finished the transcontinental line, I'll link the remaining cities, then start developing the RRs around cities to increase production. I have about 130 workers so far."
Kelly Whiting

Its possible there will be a new RR-system in 2.5.
No decision yet.

"My Pacific fleet has hammered the Japanese navy badly and has escorted my original lone transport (still the only one I have in action there) with its lone marine division (the 1st Marine Division has done yoeman's work in this war so far) and assorted rush-built infantry units as I get them done in the Philippines, and has successfully taken Kwajalein, the Philippines, Borneo, Guam, Saipan, Hainan and Taipei. I have about 25 B-25 squadrons operational over there now - and the fleet has 14 CAs, 11BBs, and 5 carriers. It has sunk 6 Japanese BBs, 15 CAs, 12 CLs, all of Japans submarine's (except those sunk by allies) and 5 of their carriers (one extremely irritating event: I reduced the Japanese BB Kirishima to 1 hit point through bombardment then attacked it with the Nevada - fully healthy with 10 hit points - and the Kirishima sunk the Nevada - I was furious). I spoke too soon on my allied fleets. They did good work. They sunk the Kaga and 4 Japanese BBs. We have reduced Japan to 2 transports, 2 CAs, and 12 DDs. They have also built 2 Yamatos. The Dauntless squadrons aren't great, but they have done well. They have accounted for most of the sunk Japanese ships - though I have lost a lot to flak and interceptors. The Buffalo squadrons protected me successfully - at a high cost in lost fighters - until the Wildcats arrived and my carriers are now fully equipped with the much better F4Fs."
Kelly Whiting

Japan will never be able to recover from the these heavy naval losses .

There will be more US transports at start in the next version of the scenario.

"The new BBC2, the USS Indiana, is en route with a transport with 5 marine divisions and 1 heavy artillery. Another new BBC2 (the Washington) with a new C3 carrier (the Wasp) is leaving LA this turn with 2 transports loaded with assorted stuff. I'm heading now to Okinawa and, with the additional ships and ground forces, hope to invade the Japanese home islands. I have a net of subs around Japan so I can track their navy."
Kelly Whiting

It will be interesting to see how strong forces you will meet in
the Japanese homeland.

"Japan's air power has been reduced to 1 squadron of Kates and about 20 of Nates. I've seen no zeros or Otsus yet. When I took Hainan and Taipei, their chinese theatre air force intervened and I wiped out their Vals and Kates (they had removed them from their carriers - oddly). In China, Japan has managed to take most of eastern central china. My air force intervened to great effect though and slowed them up - but now it's leaving to head for Japan so I expect they will continue to advance against China and Commie-China. They have 22 tank divisions and about 160 infantry divisions - not sure how they are deployed."
Kelly Whiting

I guess almost all of the tank divisions have been deployed to the Chinese front.

I" have 13 marine divisions, 8 carriers, 3 BBC2s, 4 transports and the rest of my original fleet. I'm preparing an invasion force to head for europe. I wanted to wait until I could build convoys but don't think I will. I'm going to have 6 BBs and 6 carriers with the invasion force and transports with about 60 ground units loaded. I can't build decent tanks yet, but will make do with marines, infantry and heavy artillery (and the occassional airborne division). I estimate 30 turns to fully construct it."
Kelly Whiting

Will be interesting to follow!

"Query: How does the US get air power to Europe? I can't land them in England - I don't have any airbases over there until I take something and the only thing reasonably possible at this stage is a mediterranean island like corsica. My fighters clearly have no way to get there unless ferried on carriers and that seems a waste. Only my longest range bombers, when I can build them, could reach that far - I don't think B-25s can. So how do others deal with this air deployment problem for the US to Europe?"
Kelly Whiting

Maybe its a good idea to occupy one or two cities in Norway early in
the scenario.

Thank you for the report and welcome back.

Rocoteh
 
Aecon,

Thank you for the report and your comments.

I will focus on your comments.

"1) Neither Production or Economic Changes by themselves can make the AI more aggressive, they must be combined."
Aecon

I do not think low aggression level is a major problem with AI.

2) I do not think that Defensive Units should be anything but autobuilt by the AI. Even the British built too many militia instead of Inf units which is all Italy basically faced. The French cities were tougher to take.
Aecon

To much autoproduction in a scenario will decrease interest for it.

3) It is not necessary to make the units cheaper for the AI. They have a cost advantage with the Challenge Setting.
Aecon

You now refer to the special AI-version.
I will discuss that later on given I find time to make this special version.

4) The discussion regarding the "no-raze" mod should again be re-visited. If Germany had to defend all of those cities It may have changed the strategy. Perhaps settlers should be reintroduced with some house rules.
Aecon

I will not distribute the "no-raze" patch.
That is a final decision.

"4a At the start of the game a number of "settlers" to be given every player nation or autobuild settlers maybe one every 26 to 35 Turns which may offset the raze issue without copywrite infringements."
Aecon

This have been discussed now and then since WW2-Global was launched
3 years ago.
I know that many players of the scenario dislikes the idea with settlers
in a WW2-scenario.

"5)The reason for very little end game play is the engine restriction upon the number of units. Perhaps the cost of units after the free ones should be raised significantly (maybe 4, 5 or even 10) so minor nations or weak economicnations will have to consider more carefully how to upgrade units vs large numbers of useless older ones."
Aecon

I have never seen complaints on "very little end game play" earlier.

"6)The Balkan nations may be combined as a single nation to simplify their management. I still feel that they should be separate from Germany."
Aecon

Another solution have already been implemented in version 2.5.

7-9.

Notes have been taken.

Thank you and welcome back.

Rocoteh
 
4a At the start of the game a number of "settlers" to be given every player nation or autobuild settlers maybe one every 26 to 35 Turns which may offset the raze issue without copywrite infringements.

There's no reason you can't enable settlers in the editor yourself, and make them autoproduced, or as cheap or expensive as you see fit. And do any other tweaks to go with your preferred style of play, too. It's not like you're forcing it on anyone else, and lets Rocoteh concentrate on the important, higher level elements of the scenario. My $.02...
 
UK - SID - WK 9 1943

The invasion of Italy has been a resounding success. 40 Comets have pushed up the boot from Sicilia to Roma in two columns. Massive air support from Greece has smashed all resistance. Only the 4 northern Italian cities remain. German assistance has been minimal due to their own efforts in retaking the cities in the Balkans that I took as a feint.
In this theatre I have slowly withdrawn back down to Athens and left token garrison units in the occupied cities to keep the German armoured units away from my main assault in Italy. Unfortunately the Germans razed Sofia when they took it back.
At the same time I launched Operation Overlord onto the Normandy coastline. I could have taken a direct amphib assault into Belgium but wanted to draw more German forces out in the open to destroy with my massive UK airforce.
36 FW190-A and 78 FW190-G fighters have made for an epic battle against my Spitfires and Typhoons and losses on both sides were high. The heavy bombers have smashed the continental cities and seem to be forcing the Germans to focus on fighters and King Tigers. USAAF B-29 raids from Cagliari are also helping to create more problems for the Germans.
A large stack of Tigers responded to the capture of Brest by the UK however their life will be short thanks to air support. If they keep throwing the big hitting armour like the Tigers and King Tigers (that are becoming quite common) at Brest the battle of Normandy could be a quite a struggle. If I can get enough armour to build up there and keep pushing up from Italy it may well be enough to totally break the German war machine. Though the Germans still have 13 King Tigers, 66 Tigers, and 20 PzIV's and 70 StuG's for me to get through first.
Since I only have about 90 tanks of various sorts on the continent in two widely separated armies I may well be in for a bloody nose.
 
Also it seems that my fighters don't intercept enemy bombers much. The most likely chance they have to intercept a bomber is if the bomber tries to bomb the city that they are in. I think I have seen them intercept when based in a different city a few times throughout the game so far. Not sure if that is bugged or what the deal is, but if I put them in the city and survive the bomb run the first turn I can then clear out the bombers the next turn. What I experienced with other scenarios is that fighters usually come out and defend territory within their flight range more than this scenario.

This might be due to the order in which each country completes its moves during the turn. I suspect that "air intercept" orders do not take effect until the next "game turn" begins. Currently I am playing a modded version of this map (the Fall Gelb mod) and I notice that immediately after I give my Japanese fighters an "air intercept" mission they do not start to intercept the attacking British bombers until after I complete my next turn (meaning I have to make sure to neither reactivate my fighters nor "reorder" them to intercept on my next turn). This is very annoying because fighters will "re-awaken" after an intercept if damaged, meaning that I not only lose a turn of air cover setting up the intercept mission, but also lose a turn after a successful intercept.
 
Hornblower,

Thank you for the report.

"UK - SID - WK 9 1943

The invasion of Italy has been a resounding success. 40 Comets have pushed up the boot from Sicilia to Roma in two columns. Massive air support from Greece has smashed all resistance. Only the 4 northern Italian cities remain. German assistance has been minimal due to their own efforts in retaking the cities in the Balkans that I took as a feint.
In this theatre I have slowly withdrawn back down to Athens and left token garrison units in the occupied cities to keep the German armoured units away from my main assault in Italy. Unfortunately the Germans razed Sofia when they took it back."
Hornblower

AI seldom supports allies in an effective way.

"At the same time I launched Operation Overlord onto the Normandy coastline. I could have taken a direct amphib assault into Belgium but wanted to draw more German forces out in the open to destroy with my massive UK airforce.
36 FW190-A and 78 FW190-G fighters have made for an epic battle against my Spitfires and Typhoons and losses on both sides were high. The heavy bombers have smashed the continental cities and seem to be forcing the Germans to focus on fighters and King Tigers. USAAF B-29 raids from Cagliari are also helping to create more problems for the Germans"
Hornblower

Its positive that Germany-AI has built such a large airforce.

With regard to USA-AI there have never been a report so far
that it have made a large scale invasion of Europe.
It seems like AI in general has severe problems with that type of operations.

"A large stack of Tigers responded to the capture of Brest by the UK however their life will be short thanks to air support. If they keep throwing the big hitting armour like the Tigers and King Tigers (that are becoming quite common) at Brest the battle of Normandy could be a quite a struggle. If I can get enough armour to build up there and keep pushing up from Italy it may well be enough to totally break the German war machine. Though the Germans still have 13 King Tigers, 66 Tigers, and 20 PzIV's and 70 StuG's for me to get through first.
Since I only have about 90 tanks of various sorts on the continent in two widely separated armies I may well be in for a bloody nose."
Hornblower

Its very positive news that Germany-AI has managed to build such
a strong force if one consider its earlier weak performance.

I have tested version 2.5 in debug mode and with the 88s
autoproduced Germany-AI will now instead of 88s produce a large number
of armoured units early in the scenario.

Thank you and welcome back.

Rocoteh
 
I have tested version 2.5 in debug mode and with the 88s
autoproduced Germany-AI will now instead of 88s produce a large number
of armoured units early in the scenario.

That's great news. This scenario just keeps getting better and better :goodjob:
 
It's week 48, 1940.

It takes a long time to develop US power. Lots of work, construction, development, before you can project much in the way of ground power. I'm moving on tech, but slowly. I am in Land 1941 (6 turns away - then I can build some decent tank units finally). I can build C3 carriers, and C2 heavy cruisers, wildcats and B-25s. Other than that, it's all standard stuff. It will be some time before I can build Iowas or high quality tank units or the better infantry and marine units. I should be able to build better aircraft in about 40 turns or so - but still some time away.

RRs link most of my cities (though not all by a long shot) and span the continent from NY to LA.

I've finished the 6 BBC2s and the 7 C3 carriers I needed to complete this phase of my fleet's power. The majority of it is off Japan supporting my invasion - but six BBs (3 BBC2s) and 6 new C3 carriers are off NY, preparing to support my european adventure (I need a minimum of 10 transports for this group - I have 6 with 4 being built). I would note the Brits are hammering the Italians and have left me no islands to take when I arrive - so I will plan on landing either at Brest (not my first choice) or Rome. I will take the Azores for an airfield to stage over fighters.

In the Pacific, I've taken Kwajalein, Saipan, Hainan, Taipe, Okinawa, and the four southernmost Japanese main-island cities (up to Hiroshima). I've also retaken Guam and the Philippines - and taken Borneo from the Japanese. The Brits have taken Truk. I've left Iwo Jima alone. My land force here in Japan is very small - 5 marine divisions and 3 infantry with 1 brigade of artillery. But my whole Pacific fleet is here (10 BBs, 1 BBC2, 3 carriers and 2 C3 carriers, 12 CAs, scads of subs, DDs and CLs). I also have about 35 squadrons of B-25s in Nagasaki, pounding everything within reach (except Osaka, which I understand has a SAM missile battery). On the ground, I have the old useless fighters and buffalos for CAP. I only have enough wildcats for carriers at this point. The Japanese keep building 1939 DDs (their total fluctuates from a low of 3 to a high of 9 from turn to turn as I sink them) and Yamatos (they have built, and I have sunk - 8 of them so far). They are out of any other ships - at the moment, they have 5 DDs. I have 3 small naval groups en route. One has a BB, a CA and some DDs and is escorting a transport from the Philippines that picked up 4 new infantry divisions. Another just passed Guam and has a BBC2, a new C3 carrier, and 2 transports loaded with infantry, artillery and my 1 low-quality M2A2 tank unit. A third is just approaching Hawaii with a new C2 heavy cruiser, a couple of DDs and another transport with 2 marine divisions, 3 infantry divisions and a heavy artillery brigade. As you can see, each infantry division is critical to me at this stage. My Japan-deployed ground pounder numbers are so low that I need every unit I can get. The loss of the 6th Marine Division, when attacking Nagasaki, really hurt. I have to decide whether to go after Kyoto or the little island off the east coast next - not to mention how to address Osaka, when I get there, since I can't bomb it and I have so few artillery units here (though I do have a lot of naval bombardment available - it never does enough to redline the whole defensive force). All of Japan's Kates are gone - Nates are down to 21 squadrons - they keep building Vals (they again fluctuate between 2 to 6 squadrons - i keep destroying 2 to 3 per turn) - no zeros yet. I see both the Brits and French (also the Dutch, oddly) have small invasion squadrons headed to Japan - I don't think any have enough to take any of the cities. The Japanese infantry numbers have been swelling and they now have more than 180 divisions - though their tank numbers have shrunk. They have 1 paratrooper and 2 marine divisions left. I assume in Osaka and Tokyo. I hope to take the islands, then cross to Korea and go from there. My west coast is now building transports and I should be able to ferry pretty large forces across soon.

In Hainan, I have stationed my remaining 10 squadrons of the useless bombers the US starts the game with - they have actually crippled the Japanese advance by reducing the health on any units the approach that chinese city just west of Hong Kong. That city would have fallen some time ago if not for these bombers (and the British and French ground units that have also intervened).

Kelly Whiting
 
Kelly Whiting,

Thank you for the report.

"It's week 48, 1940.

It takes a long time to develop US power. Lots of work, construction, development, before you can project much in the way of ground power. I'm moving on tech, but slowly. I am in Land 1941 (6 turns away - then I can build some decent tank units finally). I can build C3 carriers, and C2 heavy cruisers, wildcats and B-25s. Other than that, it's all standard stuff. It will be some time before I can build Iowas or high quality tank units or the better infantry and marine units. I should be able to build better aircraft in about 40 turns or so - but still some time away."
Kelly Whiting

Yes playing US is very different from the other major powers.

"I've finished the 6 BBC2s and the 7 C3 carriers I needed to complete this phase of my fleet's power. The majority of it is off Japan supporting my invasion - but six BBs (3 BBC2s) and 6 new C3 carriers are off NY, preparing to support my european adventure (I need a minimum of 10 transports for this group - I have 6 with 4 being built). I would note the Brits are hammering the Italians and have left me no islands to take when I arrive - so I will plan on landing either at Brest (not my first choice) or Rome. I will take the Azores for an airfield to stage over fighters."
Kelly Whiting

It should be a good idea to occupy the Azores.

"In the Pacific, I've taken Kwajalein, Saipan, Hainan, Taipe, Okinawa, and the four southernmost Japanese main-island cities (up to Hiroshima). I've also retaken Guam and the Philippines - and taken Borneo from the Japanese. The Brits have taken Truk. I've left Iwo Jima alone. My land force here in Japan is very small - 5 marine divisions and 3 infantry with 1 brigade of artillery. But my whole Pacific fleet is here (10 BBs, 1 BBC2, 3 carriers and 2 C3 carriers, 12 CAs, scads of subs, DDs and CLs). I also have about 35 squadrons of B-25s in Nagasaki, pounding everything within reach (except Osaka, which I understand has a SAM missile battery). On the ground, I have the old useless fighters and buffalos for CAP. I only have enough wildcats for carriers at this point. The Japanese keep building 1939 DDs (their total fluctuates from a low of 3 to a high of 9 from turn to turn as I sink them) and Yamatos (they have built, and I have sunk - 8 of them so far). They are out of any other ships - at the moment, they have 5 DDs."
Kelly Whiting

A rather good building-strategy from Japan-AI.

"I have 3 small naval groups en route. One has a BB, a CA and some DDs and is escorting a transport from the Philippines that picked up 4 new infantry divisions. Another just passed Guam and has a BBC2, a new C3 carrier, and 2 transports loaded with infantry, artillery and my 1 low-quality M2A2 tank unit. A third is just approaching Hawaii with a new C2 heavy cruiser, a couple of DDs and another transport with 2 marine divisions, 3 infantry divisions and a heavy artillery brigade. As you can see, each infantry division is critical to me at this stage. My Japan-deployed ground pounder numbers are so low that I need every unit I can get. The loss of the 6th Marine Division, when attacking Nagasaki, really hurt. I have to decide whether to go after Kyoto or the little island off the east coast next - not to mention how to address Osaka, when I get there, since I can't bomb it and I have so few artillery units here (though I do have a lot of naval bombardment available - it never does enough to redline the whole defensive force). All of Japan's Kates are gone - Nates are down to 21 squadrons - they keep building Vals (they again fluctuate between 2 to 6 squadrons - i keep destroying 2 to 3 per turn) - no zeros yet. I see both the Brits and French (also the Dutch, oddly) have small invasion squadrons headed to Japan - I don't think any have enough to take any of the cities. The Japanese infantry numbers have been swelling and they now have more than 180 divisions - though their tank numbers have shrunk. They have 1 paratrooper and 2 marine divisions left. I assume in Osaka and Tokyo. I hope to take the islands, then cross to Korea and go from there. My west coast is now building transports and I should be able to ferry pretty large forces across soon."
Kelly Whiting

I think there will be a fast victory for you in the Pacific.
Really doubt that Japan-AI can do much now to stop you from
conquering the Japanese homeland.

Thank you for the report and welcome back.

Rocoteh
 
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