WW2-Global

That's great news. This scenario just keeps getting better and better :goodjob:

Uncle Ted,

Thank you.

The coming week I will make some more playtests with version 2.5
to find out how much impact the improved building-strategy by
Germany-AI will have.

Rocoteh
 
My mistake. It's not Osaka that has the SAM missile battery, it's Nagoya - and I found out the hard way. So I've started pounding Osaka from the air.

Checking the map carefully, I've decided to pass through Hiroshima, take Kochi, then Osaka, then Nagoya - THEN worry about Kyoto. Here's the thing, the cities have such large numbers of defensive units and I have so few ground units on station, that if I take a city, leaving the roads in place, I open myself up to a counterattack by Marines or Chi-Has on my damaged unit that finally took the city. My decisions on the route to go have been driven by that concern. I have cut Hiroshima off from other cities and the hills help, but if I move to Kyoto, I'm not sure what he could move from Tokyo, Nagoya and Osaka to counterattack. Going the route I've chosen, I can do it without cutting roads (which are a pain to replace) I believe.

Regards,

Kelly Whiting
 
My mistake. It's not Osaka that has the SAM missile battery, it's Nagoya - and I found out the hard way. So I've started pounding Osaka from the air.

Checking the map carefully, I've decided to pass through Hiroshima, take Kochi, then Osaka, then Nagoya - THEN worry about Kyoto. Here's the thing, the cities have such large numbers of defensive units and I have so few ground units on station, that if I take a city, leaving the roads in place, I open myself up to a counterattack by Marines or Chi-Has on my damaged unit that finally took the city. My decisions on the route to go have been driven by that concern. I have cut Hiroshima off from other cities and the hills help, but if I move to Kyoto, I'm not sure what he could move from Tokyo, Nagoya and Osaka to counterattack. Going the route I've chosen, I can do it without cutting roads (which are a pain to replace) I believe.

Regards,

Kelly Whiting

Kelly Whiting,

Thank you for the report.

It will be interesting to follow for how long time the Japanese homeland
will hold out.

BTW: I will probably launch version 2.5 two weeks from now.

Welcome back.

Rocoteh
 
I'm looking forward to 2.5, Rocoteh. I'm sure the better building strategy used by Germany will have a huge effect for every world power in the game. :)
 
I'm looking forward to 2.5, Rocoteh. I'm sure the better building strategy used by Germany will have a huge effect for every world power in the game. :)

psweetman1590,

I am glad to hear that.

Agree, the new building strategy should improve this version.

Rocoteh
 
Week 11, 1941

Kochi, Osaka and Nagoya fell fairly easily. I have launched attacks on both Kyoto and Tokyo (Kyoto by ground with 1 artillery brigade, 3 infantry divisions and 2 airborne divisions - Tokyo by sea with 1 marine and 2 infantry divisions). In both cases, I was simply trying to reduce the number of defensive units in the first round because I couldn't, given the dispersion of units and lack of mobility from terrain and missing roads, mass a full attack (4 of my marine divisions are recovering from the combat rounds in taking Osaka and Nagoya). I lost 2 of my original infantry divisions (regular divisions - the 2nd and 3rd - very frustrating losing Indian Head and The Rock of the Marne let me tell you) even though they attacked infantry units that were redlined. Also, one of my Airborne divisions was reduced to 1 hit point to take out a redlined infantry unit in Kyoto - very frustrating. I did manage to destroy 3 infantry divisions in each place. A new transport will arrive next turn with 5 more infantry divisions on it. My artillery has not been particularly helpful due to the terrain. Part of the rush here has been the fact that the Brits have about 4 invasion groups circling around Japan looking for a place to land (so far I've managed to block them with submarines but in a couple of turns at least one will get through and be able to land somewhere) and I'm rushing to ensure they don't get Tokyo and its wonder ahead of me - I want the other main-island cities for production as well.

The Japanese have continued pumping out infantry, destroyers and Vals - though their losses have been terrible. Their tank divisions are down to 12 - from a high of 26 - most of them being lost around Hong Kong and the Chinese city next to it. My old useless bombers have maintained a steady bombing of any Japanese units within range from Hainan and the Brits and French have intervened repeatedly on the ground around that Chinese city. The Japanese have managed to reduce China to only 4 cities so they are continuing to advance out of my air range. The city I'm covering has lost several defensive units over several turns as well, but is still standing. Most of the cities I've taken from Japan continue to be in resistance and disorder - very irritating. I'm hoping taking Tokyo and establishing roads linking them back up will help, though that won't help Hainan, Okinawa and Taipe.

Query: The Tokyo wonder that allows import/export isn't destructible, right? No matter how much I pound Tokyo, I won't be able to destroy that, right? I need that wonder and its loss would be a disaster. I ask because it appeared that such a wonder in Quebec or Montreal - I forget which city - was destroyed by me when I was playing Japan. The city was marked with the airport marker, but when I took it it was gone. I assumed that was a glitch of some kind - but if it's possible for me to destroy those import/export wonders I want to know.

I have also launched my european adventure - the fleet is on its way to the Azores - and I can finally build decent tank units (M3 Grants). The Brits chose this turn to declare war on Spain so my decision about where to land has been helped out.

By the way, there are nations I can't find on my diplomacy list (like Spain and Turkey). Is there a way to increase the list or find them some how?

Regards,

Kelly Whiting
 
I noted the comment about unit designations. Here's how I see it, and Rocoteh, if I'm wrong about your plan in designing this game let me know.

I see any ground combat unit, be it Marine, infantry, tank or paratrooper - that exists as a regular unit with 5 or more hit points (I treat militia units with 4 hit points this way as well since militia is weaker than normal units) as divisions. If they have 3 hit points or less, I treat them as separate brigades or regiments in the case of cavalry. So my US cavalry unit that I start the game with I called the 1st Cavalry Regiment and the garrison units in various cities I named as National Guard Brigades (except the one in Washington DC which I named the 1st Infantry Regiment (the Old Guard) which is actually a garrison unit in DC).

I name air units as squadrons - though they may represent wings - Rocoteh?

I name bombardment units, artillery, heavy artillery, etc. as Brigades, since such units almost never exist as separate elements in any military in any form larger than brigades, and when massed for a real-world mission are generally massed as brigades by army commanders who slice them off to carry out specific missions then move them around and reorganize them as needed. I treat flak units as separate air defense artillery brigades

Rocoteh, is that what you were aiming at or do I have it wrong?

Regards,

Kelly Whiting
 
Tank Guy#3,

Can you clarify what you mean?

Most of the ground units in WW2-Global are divisions.

Rocoteh
It kind of pertained to the timespan between your turn. It can get pretty lengthy at times (though it could very well have been because of my old computer). I think you said that you made TGW-DIV for a reason similar to this. OK, I really just lost where I was going with that.

Would there be a way to make the turns go a bit faster by perhaps increasing unit costs, while also increasing their health so as not to affect gameplay?

Though honestly I wouldn't have much time to play anyways(:cry:), what with my Econ, VB, and Business Math homework. Those professors are excellent at piling tons of crap onto you.

And if I didn't say it before, despite the turn times (which aren't really all that bad honestly), this is a very good scenario. :goodjob:
 
Kelly Whiting,

Thank you for the report.

"Week 11, 1941

Kochi, Osaka and Nagoya fell fairly easily. I have launched attacks on both Kyoto and Tokyo (Kyoto by ground with 1 artillery brigade, 3 infantry divisions and 2 airborne divisions - Tokyo by sea with 1 marine and 2 infantry divisions). In both cases, I was simply trying to reduce the number of defensive units in the first round because I couldn't, given the dispersion of units and lack of mobility from terrain and missing roads, mass a full attack (4 of my marine divisions are recovering from the combat rounds in taking Osaka and Nagoya). I lost 2 of my original infantry divisions (regular divisions - the 2nd and 3rd - very frustrating losing Indian Head and The Rock of the Marne let me tell you) even though they attacked infantry units that were redlined. Also, one of my Airborne divisions was reduced to 1 hit point to take out a redlined infantry unit in Kyoto - very frustrating. I did manage to destroy 3 infantry divisions in each place. A new transport will arrive next turn with 5 more infantry divisions on it. My artillery has not been particularly helpful due to the terrain. Part of the rush here has been the fact that the Brits have about 4 invasion groups circling around Japan looking for a place to land (so far I've managed to block them with submarines but in a couple of turns at least one will get through and be able to land somewhere) and I'm rushing to ensure they don't get Tokyo and its wonder ahead of me - I want the other main-island cities for production as well."
Kelly Whiting

The aggressive play from Britain-AI is positive.

In version 2.5 there will be more special fortress units in some Japanese
cities to reflect the fact that an invasion of the Japanese homeland
would have been a very difficult operation for US and Britain to conduct.

"The Japanese have continued pumping out infantry, destroyers and Vals - though their losses have been terrible. Their tank divisions are down to 12 - from a high of 26 - most of them being lost around Hong Kong and the Chinese city next to it. My old useless bombers have maintained a steady bombing of any Japanese units within range from Hainan and the Brits and French have intervened repeatedly on the ground around that Chinese city. The Japanese have managed to reduce China to only 4 cities so they are continuing to advance out of my air range. The city I'm covering has lost several defensive units over several turns as well, but is still standing. Most of the cities I've taken from Japan continue to be in resistance and disorder - very irritating. I'm hoping taking Tokyo and establishing roads linking them back up will help, though that won't help Hainan, Okinawa and Taipe."
Kelly Whiting

The last days I have reworked the map with regard to Japanese occupied China.
Net result of this is that it will be tougher for Japan to achive an early
victory in China.

"Query: The Tokyo wonder that allows import/export isn't destructible, right? No matter how much I pound Tokyo, I won't be able to destroy that, right? I need that wonder and its loss would be a disaster. I ask because it appeared that such a wonder in Quebec or Montreal - I forget which city - was destroyed by me when I was playing Japan. The city was marked with the airport marker, but when I took it it was gone. I assumed that was a glitch of some kind - but if it's possible for me to destroy those import/export wonders I want to know."
Kelly Whiting

Hopefully the wonders will not be destroyed since they reduce the risk
that AI will raze the city where the wonder have been placed.
However sometimes it seems like the wonders will be destroyed by bombardment.

"I have also launched my european adventure - the fleet is on its way to the Azores - and I can finally build decent tank units (M3 Grants). The Brits chose this turn to declare war on Spain so my decision about where to land has been helped out. "
Kelly Whiting

A city (Ponta Delgada) have been placed at the Azores in version 2.5.

"By the way, there are nations I can't find on my diplomacy list (like Spain and Turkey). Is there a way to increase the list or find them some how?"
Kelly Whiting

The reason is that you do not have an embassy in the Civ
that is not present the diplomacy list.
Thus you must open the espionage-screen and establish an embassy.

Main reason to why many Civs do not start with embassies is to
hold down delay in early game-speed.
There may be some additions in 2.5 though.

"I noted the comment about unit designations. Here's how I see it, and Rocoteh, if I'm wrong about your plan in designing this game let me know.

I see any ground combat unit, be it Marine, infantry, tank or paratrooper - that exists as a regular unit with 5 or more hit points (I treat militia units with 4 hit points this way as well since militia is weaker than normal units) as divisions. If they have 3 hit points or less, I treat them as separate brigades or regiments in the case of cavalry. So my US cavalry unit that I start the game with I called the 1st Cavalry Regiment and the garrison units in various cities I named as National Guard Brigades (except the one in Washington DC which I named the 1st Infantry Regiment (the Old Guard) which is actually a garrison unit in DC)."
Kelly Whiting

3 hit points or less often means its a regiment or brigade.
Sometimes it can mean its a division with low troop-quality.

"I name air units as squadrons - though they may represent wings - Rocoteh?"
Kelly Whiting

Most of the time they represent squadrons.

"I name bombardment units, artillery, heavy artillery, etc. as Brigades, since such units almost never exist as separate elements in any military in any form larger than brigades, and when massed for a real-world mission are generally massed as brigades by army commanders who slice them off to carry out specific missions then move them around and reorganize them as needed. I treat flak units as separate air defense artillery brigades

Rocoteh, is that what you were aiming at or do I have it wrong?"
Kelly Whiting

You are right.
As you say artillery seldom existed above the brigade level.

Thank you for the report and your comments.
Welcome back.

Best Regards

Rocoteh
 
It kind of pertained to the timespan between your turn. It can get pretty lengthy at times (though it could very well have been because of my old computer). I think you said that you made TGW-DIV for a reason similar to this. OK, I really just lost where I was going with that.

Would there be a way to make the turns go a bit faster by perhaps increasing unit costs, while also increasing their health so as not to affect gameplay?

Though honestly I wouldn't have much time to play anyways(:cry:), what with my Econ, VB, and Business Math homework. Those professors are excellent at piling tons of crap onto you.

And if I didn't say it before, despite the turn times (which aren't really all that bad honestly), this is a very good scenario. :goodjob:

Tank Guy#3,

Thank you.

There have been times when I have considered to make a fast "light"
version of the scenario.
However I think only 25-30% would be interested so such a project
will remain on low priority.

With regard to TGW-DIV one reason was create a version with
faster game-play.
The main reason though was that it was not a good solution
to make the standard version Brigade-level.
It should have been a Division level scenario from start.

Rocoteh
 
Well, FYI, the import wonders are destructible. I finally captured Tokyo (which showed the wonder marker until I captured it) and my adviser even told me we now controlled the Tokyo wonder and I was jacked. Then it shifted to the city screen - no wonder and no import of any of my US resources and/or luxuries. Which means I can't export silks and spices to the US - or import oil to Japan - both of which are beyond infuriating.

There has to be a way to make such wonders rebuildable. Any thoughts?

Regards,

Kelly Whiting
 
Was it destroyed via bombardment, or after you captured the city?

I know that improvements with culture are destroyed upon capture, but wonders are supposed to be exempt from this rule. However, to play it safe, maybe the trade wonders should not contribute any culture (assuming they do already, which is just a grasp at straws).
 
I don't know how it was destroyed. I would say by bombing, except the marker didn't leave and my adviser told me we controlled it when we captured the city - then it was gone as soon as the screen jumped to the city screen. Never the less, I'm assuming it was destroyed by bombing and the computer just doesn't acknowledge that fact until after you take full control and management. Had I known this I would have played my assault very differently - confined myself to naval and artillery bombardment for instance - though that would have taken longer and caused more casualties (even with redlining every defensive unit every turn and reducing tokyo to a pop of 3, I lost 3 infantry and 1 marine division in the attacks necessary to take it). In any event, there's no way to go back and redo it so I'll soldier on without it in this game but I would think there's a way to make them rebuildable or indestructible.

Regards,

Kelly Whiting
 
Well, FYI, the import wonders are destructible. I finally captured Tokyo (which showed the wonder marker until I captured it) and my adviser even told me we now controlled the Tokyo wonder and I was jacked. Then it shifted to the city screen - no wonder and no import of any of my US resources and/or luxuries. Which means I can't export silks and spices to the US - or import oil to Japan - both of which are beyond infuriating.

There has to be a way to make such wonders rebuildable. Any thoughts?

Regards,

Kelly Whiting

Kelly Whiting,

De facto there is no way to make the wonders rebuildable.
However its possible I will add more trade wonders in the major Civs
to counter this problem.
Its possible this will add some waiting time between turns though.

Best Regards

Rocoteh
 
Was it destroyed via bombardment, or after you captured the city?

I know that improvements with culture are destroyed upon capture, but wonders are supposed to be exempt from this rule. However, to play it safe, maybe the trade wonders should not contribute any culture (assuming they do already, which is just a grasp at straws).

psweetman1590,

They do not contribute any culture.
However 2-3 trade wonders for each major Civ will hopefully solve this problem.


Rocoteh
 
Congratulations on receiving your 7619 post. That is all I have to say

Note* this is not spam cuz it reletes to a mod acheiment and has not been brought up and should have been sooner.
 
^^^ :lol:

Rocoteh: I think you're right. Considering that we don't know how/why they're getting destroyed, having more of them seems to be the only good way to fix it.
 
Congratulations on receiving your 7619 post. That is all I have to say

Note* this is not spam cuz it reletes to a mod acheiment and has not been brought up and should have been sooner.


T.A JONES,


Thank you.:)

Interest for WW2-Global has dropped the last month but will probably
increase again with the release of version 2.5 October 1.

Rocoteh
 
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