ZWEITER WELTKRIEG Scenario

Operation Sealion

Student's elite Paratroopers making a daring para assault on Dover. After capturing the city, elements of the Kriegsmarine and Luftwaffe pour into the bridgehead.....only to be decimated by a British trap set up by Montgomery (who conveniently didn't need to go to Africa since the Afrika Korps didn't go to the aid of the Italians)
 
This thread and its predecessors have been an interesting read.

I have played SPI's War In Europe quite a few times (the board game, with division level units for most, 35 km per hex) and found it to be a very good simulation, in that if you followed historical decisions that the game flowed in an historical way.

Something this game had which I haven't seen mentioned here is the effect of economies being on a war footing or not (and no I haven't had time to play the scenario yet). Not of relevance to the Germans, British or French who start at war, but in 1939 the Russians and US are not at war and do not have a war time level of production. The production for the US and Russia is considerably lower during peacetime than it is once they have declared war (or had it declared upon them). Same thing happens in another board game simulation .World In Flames. I was curious if this is reflected in the scenario in some way.
 
Originally posted by Karlsen:


Something this game had which I haven't seen mentioned here is the effect of economies being on a war footing or not (and no I haven't had time to play the scenario yet). Not of relevance to the Germans, British or French who start at war, but in 1939 the Russians and US are not at war and do not have a war time level of production. The production for the US and Russia is considerably lower during peacetime than it is once they have declared war (or had it declared upon them). I was curious if this is reflected in the scenario in some way.

The things you mentioned are reflected in the game.

For the case of the Allies, the US is all but crippled by corruption until the correct tech are researched and the correct city improvements are built. This simulates the period when they were giving half hearted support and hadn't declared war yet.

Secondly, there are also wonders to be built which would enable the economies - to a war footing like you suggested. These include Rosie the Riviter, Atlantic Charter etc.

Thirdly, most cities do not have more than the basic city improvements so they too will have industrial capacity built up during the game.

One point you are mistaken about is the German production. The Germans did not reach war-time production until maybe late 1942 because they didn't see any need to. That is why maximum production of all types of equipment was reached in 43/44 in spite of the fact that Allied bombing was at its peak during the same period.



[This message has been edited by kobayashi (edited April 25, 2001).]
 
Originally posted by kobayashi:
Operation Sealion

Student's elite Paratroopers making a daring para assault on Dover. After capturing the city, elements of the Kriegsmarine and Luftwaffe pour into the bridgehead.....only to be decimated by a British trap set up by Montgomery (who conveniently didn't need to go to Africa since the Afrika Korps didn't go to the aid of the Italians)
This is a serious design flaw. Please read my two e-mails on this situation.


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Why you people always make mistakes placing polish cities?! Vilna, Lvov and Rivne were polish in 1939.
 
You could be right. These could be the cities taken by the Soviets in 1939 (and conveniently kept) after the war.

On one map of Poland from the period, Vilna is given as Wilno and Lvov is shown as Lwow on the map of the period. Don't know about Rivne, unless it is the Rowne right on the eastern border.

However, all the other WW2 maps I have (which have Russia in them) show them as part of Russia. But then you are from Poland so you're probably right.

[This message has been edited by kobayashi (edited April 23, 2001).]
 
I just sent a reply to your home e-mail.

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I had a little e-mail problem Kob, so I only just got your last message. I sent a reply.
wink.gif


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I think I am going to let the battleships have the ability to attack aircraft. This will solve the invulnerable battleship problem as describe below:

Currently, when a Spitfire is stacked with on a capital ship, the game will only allow other fighters, like ME109 to attack. But when the ME109s attack, the battleship defends, not the spitfire. As it would take twenty ME109s sequentially to kill a capital ship, the renders the capital ship invulnerable.

I suppose a battleship in real life would be escourted by Flak Light Cruisers as well as the usual destroyers so the ability to shoot down a nearby fighter squadron is not too far off the mark. In the end, ships are too slow to really chase after any planes, so any kills would be incidental.

The plus is that capital ships would be able to fire on enemy capital ships even if the have fighter cover. And a ship with fighter cover is still protected from subs and bombers.
 
Thanks to everyone who has sent in comments. Seems that version 1.1 still has some difficiencies. I am making version 1.2 now. The changes to be implemented so far (as taken from the readme) are:

9.02 VERSION 1.2 CHANGES
------------------------
a. Gave the Polish back the cities of Vilna and Lwow.

b. Disabled city capture (bribing) by Commandoes and enabled the Informant network (embassy) option.

c. Added a ADSIC/Sonar message to replace the Railway message. Added a Mustang Message to replace the Transform message.

d. Withdrew suggestion that single player play as Axis.

e. Allies now begin researching War Adjustment so the Allied AI will have AA guns earlier.

f. Soviets and Minor Allies (i.e. Poland) at at war at the start.

g. Capital ships can now attack aircraft to solve the problem of the invulnerable battleship.

h. Facist government city corruption is now equivalent to 10 spaces from the capital, previously 4. This will reduce the overall Axis advantage.

If there are any more suggestions for other adjustments, NOW would be a good time...
 
Rovne was polish city to.

Soviet Union attacked Poland in 17 september, so maybe they should have cease fire with minor allies at the start of the game.

Add some city in eastern Poland because it is quite empty now ( even emptier than Russia).
 
The way I have it now, the Axis start owning one small polish city in the west and the Soviets start owning one small polish city in the east - i.e. Rovne. Its not entirely accurate as the Germans attacked slightly earlier but given the time span of one turn, it is acceptable. This is the best way to replicate the simultaneous attack from both sides.
 
For everyone following our playtest game, what happened was that Kob had allowed Commandoes to bribe units and cities, and was baseing his strategy on the Germans landing in England, then bribing the whole force. This worked to perfection, as I took Dover with airborne and poured in Veteran airunits and a Battleship and a sub, which he promptly bribed! I was not aware that the Commandoes had this capability, as it was only in the readme, not the civilpedia. If I had been aware of this, my strategy would have been completly different, and since both our strategys were based on a flawed conception, we have scrapped that game and started another. With the new revisions, Commandos can no longer bribe units.

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I've been playing ZWK all weekend and took Dover with massive V-1 attack, plus bombers - just got my Panthers going off to fight around Kiev - which i took last thing last night before I expired from exhaustion ! Only bug I find is with AA units wandering around Eastern Europe acting like tanks - surely they should stay put more ! Especially have this problem around Zurich with the neutrals, as it seems that this is the only unit Zurich is making... weird. Aside from that, I've enjoyed it immensely - determined to get to Moscow tonight, though the Russian tanks are often decimating my panzer iVs - the Tiger's are SO SLOW getting east - as the Russians keep destroying railway lines as they retreat - unusually clever AI ! Finally, have just started building the Manhattan project - the Allies seem to have ignored this; since they have V-1s I thought I'd have an A-bomb.... but have qualms about nuking Moscow - anyone else have ethical woes about this ? or am I being to considerate !!? Commandoes are great btw - managed to 'steal' a P-38, which is great for recon over the Atlantic... my subs don't seem to have had much to do... but there are an awful lot of Independant's battleships clogging up the Baltic ! OK, over and out....
 
My attitude toward atomic warfare still hasn't changed even in this scenario...my philosophy:

NUKE'EM

That said, I'm having a blast with this scenario...

John
 
Frunobulax,

I say don't nuke anyone unless the AI uses the first nuke. Makes it more challenging. I don't use a nuke to accelerate the end game but if I am desperate I use it.

By the way, I have submitted a ZWK version 2.0 to thunderfall for ages. I think I am going to remind him in the feedback thread where he'll notice it.

[This message has been edited by kobayashi (edited June 19, 2001).]
 
and improvements to the latest version are:

9.04 VERSION 1.3 CHANGES
------------------------
a. AA Battery role changed from Air-superiority to Defend.

b. Gave city fortification to Kiel and Brest as there is where the free torpedoes appear. Changed the mechanism for giving the Axis free torpedoes to make it more random.

c. Neutrality Wonder expires with War Adjustment.

d. Allies must now have Lightning (Twin Fusulage) before they can research Mustang(Advanced Piston).

e. Added Industrial Estates to Vologda, Kirov and Dnepropetrovsk.

f. Added a new Allied city, Inverness, in northern Great Britain and added a transport corridor to the North.

g. Axis free support for units reduced from 5 to 4.

h. Fixed 'farmland' message you get when you discover Large Airframe.

i. Changed winning condition for Axis to capturing both London and Moscow.

j. Reduced the defense factors of the heavier tanks and increased the attack factors of the more advanced bombers to increase the pace of the game in the second half.


9.05 VERSION 2.0 CHANGES
------------------------
a. I have moved some of the terrain and added two new terrain types, grove and beach.

b. Most of the terrain bonuses have been changed so that they are more appropriate.

c. Trade items have been changed to different basic minerals and elements.

d. The look of the transport corridor (road) has also been adjusted so it will not be mistaken for railroad.

e. Tanks over forty tons (Panther, Tiger, Tiger II, Stalin and Pershing) can now ignore city fortifications.

f. Created advice files so that the advisors are more effective and explain what units and improvements are for.

g. Both Soviet and Axis AI are more likely to attack each other as the scenario progresses. Soviets and Axis can no longer negotiate.

h. The game doesn't say that Hess was planning to defect any more.

i. Free Axis torpeodes now replace lost ones on a one for one basis.

j. Renamed Dorset and Norfolk (both county names) to Southampton and Yarmouth. Bratislavia now belongs to the Axis.

k. Added more German units to the Lowlands area to make sure the AI can blitzkrieg all the way to France. Added a few more Italian and British units in North Africa.

l. The war heroes pedia entry was slightly too long for the MGE window so it was shortened. Added that the wonders expire with the loss of secondary objectives in the Guderain's Academy and After Depression pedia entries.

m. Made Pz IV icon smaller so it does not look like a heavy tank. Also made minor adjustments to other unit icons.

n. Added new event messages for P-51, Lancaster and V1. Enhanced other existing event messages. The events file now exceeds 20k.

o. Fixed bugs in the tech tree. Axis Bomber and not Axis allows the building of HE 111. Prerequisite of the Atomic Bomb tech is now Large Airframe and Nuclear Fission. The Snorchel wonder requires Radar Detector not Acoustic Torpedo.

p. the Axis/Allied tech-tree picture is available in gif format.



[This message has been edited by kobayashi (edited June 19, 2001).]
 
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