Good to find out what is happening so version 2 can be even better.
I am already working on a revision. So far I added the Red Army converting to Guards in December 1941. But it's tricky because the two units look identical and have the same name so there should be no way for the human player to distinguish them from eachother...
I also moved a couple of units around so the NKVD has the rifle sound and the Naval Infantry the machine gun - petty - but I want perfection!
Now regarding the comments:
The movement of units from the Ural region to the front should be facilitated by the "suburbs" along the main roads. I may add more to make it faster. I will consider raising the road multiplier to 2 in the winter as opposed to 3 in the summer but that gives the Soviet tanks almost as high mobility in the winter as in the summer...(2x7 vs 3x5) maybe make it 2x6 vs 3x5.
The Germans would also have increased mobility (2x4) so their offensive might not stall in December as it does now...
Regarding Murmansk convoys, I thought it was too easy to get the convoys through... I moved up along the left side of the map then cut acroos the top. I moved along a number of destroyers and cruisers which I had criss cross the area for U-boats. I killed a lot of them and the convoys got through without many losses (Maybe 5-6 freighters sunk for 15 or more that got through) Of course I grouped the freighters together before the run across the area North of Norway so I usually had 10-12 ships going through at once and I made sure that I never
had more than one ship per ocean square to avoid losing a whole stack. I keep the freighters along the top edge of the map and destroyers/cruisers one row below. The Ju-88s from Narvik and Hammerfest usually hit the escorts and I rarely encounter more than one sub so the losses are acceptable. With the "Convoy" wonder the ships can make it from safe ocean to the protection behind the Murmansk minefields with only one stop in the "Kill zone".
My game isn't going as well as it should either. I stopped the Germans in the winter of 1941-42, built very tough defenses around Leningrad and Stalingrad (Minefields) so both cities held. Rostov fell late summer of 1942 so I had to contend with lots of Germans in the Caucasus threatening all the oil fields (Didn't capture any though)
Sevastopol fell in the winter of 1942-43 as did Kerch so I have Germans infiltrating the Caucasus region over the Crimean straight too.
The counter-offensive in the winter of 1942-1943 which should have dispatched Paulus and the sixth army West of Stalingrad stalled mostly because my own minefields prevented direct attack (Had to go North through Voronezh). So right now it's a stalemate in the summer of 1943 with the Soviets holding the line Leningrad-Moscow-Stalingrad with only small enclaves towards the West at Kholm, Narva and Kursk and the Germans holding Luga, Kharkov and Rostov. Kaluga changed hands 4 times during the winter-spring 1943. By not winning the battle of Stalingrad the "Zhukov" wonder is lost which slows research, but the Soviets are starting to inch ahead economically and militarily with new T-34/85, Katuysha launchers and IL-2 planes.
My conclusion is that the Stalingrad battle can't be won by an average player in the winter of 1942 unless I give the Soviets a boost (Maybe a new Guard tank division,with 12 veteran units appearing near Stalingrad when the text about the Zhukov "counter-
offensive" comes up?)
Or should I leave that as a tough challenge?
To "destroy" the 6th army the Soviet player must slice through the bulk of the German army south of Voroshilovgrad and destroy the Fieldmarshal (Paulus) unit located in it's center and protected by multiple rows of "hedgehog" units... Did anyone succeed?
Back to the spring of 1943...awaiting operation "Citadel" and the first Panthers and Tigers to show up at Kursk.
I am already working on a revision. So far I added the Red Army converting to Guards in December 1941. But it's tricky because the two units look identical and have the same name so there should be no way for the human player to distinguish them from eachother...
I also moved a couple of units around so the NKVD has the rifle sound and the Naval Infantry the machine gun - petty - but I want perfection!
Now regarding the comments:
The movement of units from the Ural region to the front should be facilitated by the "suburbs" along the main roads. I may add more to make it faster. I will consider raising the road multiplier to 2 in the winter as opposed to 3 in the summer but that gives the Soviet tanks almost as high mobility in the winter as in the summer...(2x7 vs 3x5) maybe make it 2x6 vs 3x5.
The Germans would also have increased mobility (2x4) so their offensive might not stall in December as it does now...
Regarding Murmansk convoys, I thought it was too easy to get the convoys through... I moved up along the left side of the map then cut acroos the top. I moved along a number of destroyers and cruisers which I had criss cross the area for U-boats. I killed a lot of them and the convoys got through without many losses (Maybe 5-6 freighters sunk for 15 or more that got through) Of course I grouped the freighters together before the run across the area North of Norway so I usually had 10-12 ships going through at once and I made sure that I never
had more than one ship per ocean square to avoid losing a whole stack. I keep the freighters along the top edge of the map and destroyers/cruisers one row below. The Ju-88s from Narvik and Hammerfest usually hit the escorts and I rarely encounter more than one sub so the losses are acceptable. With the "Convoy" wonder the ships can make it from safe ocean to the protection behind the Murmansk minefields with only one stop in the "Kill zone".
My game isn't going as well as it should either. I stopped the Germans in the winter of 1941-42, built very tough defenses around Leningrad and Stalingrad (Minefields) so both cities held. Rostov fell late summer of 1942 so I had to contend with lots of Germans in the Caucasus threatening all the oil fields (Didn't capture any though)
Sevastopol fell in the winter of 1942-43 as did Kerch so I have Germans infiltrating the Caucasus region over the Crimean straight too.
The counter-offensive in the winter of 1942-1943 which should have dispatched Paulus and the sixth army West of Stalingrad stalled mostly because my own minefields prevented direct attack (Had to go North through Voronezh). So right now it's a stalemate in the summer of 1943 with the Soviets holding the line Leningrad-Moscow-Stalingrad with only small enclaves towards the West at Kholm, Narva and Kursk and the Germans holding Luga, Kharkov and Rostov. Kaluga changed hands 4 times during the winter-spring 1943. By not winning the battle of Stalingrad the "Zhukov" wonder is lost which slows research, but the Soviets are starting to inch ahead economically and militarily with new T-34/85, Katuysha launchers and IL-2 planes.
My conclusion is that the Stalingrad battle can't be won by an average player in the winter of 1942 unless I give the Soviets a boost (Maybe a new Guard tank division,with 12 veteran units appearing near Stalingrad when the text about the Zhukov "counter-
offensive" comes up?)
Or should I leave that as a tough challenge?
To "destroy" the 6th army the Soviet player must slice through the bulk of the German army south of Voroshilovgrad and destroy the Fieldmarshal (Paulus) unit located in it's center and protected by multiple rows of "hedgehog" units... Did anyone succeed?
Back to the spring of 1943...awaiting operation "Citadel" and the first Panthers and Tigers to show up at Kursk.
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