Play test WWIII 1946 2.1

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Hairog
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Joined: Tue Jul 11, 2000 8:00 am
Location: Cornucopia, WI

RE: Play test WWIII 1946 2.1

Post by Hairog »

Here are the bitmaps I currently am using.

https://www.dropbox.com/s/9gxan5fnn4w6ptw/Hairog%27s%20counters.7z?dl=0

You'll have to put each one into it's folder in the WWIII1946 2.1.1 folder...change the name of the old one...then change the name of the new ones by erasing the added UK,FR,US,USSR,FF,Axis,Allied labels at the end.
WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
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gwgardner
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Joined: Fri Apr 07, 2006 1:23 pm

RE: Play test WWIII 1946 2.1

Post by gwgardner »

Problems with balance early on:

1) the Freedom Fighters can't be moved out of their enclaves early on, or they have insufficient supplies to move back in. They are easy pickins early on.

I have 3 FF units that can't be placed because the Russkies occupied their deploy location.

The FF player needs to be warned in the notes, more strongly, that these units are useless early on. They must be saved for later.

2) The UK can't support all the minors. The US should take that burden. Or most of it.

3) The UK priority has to be safeguarding the homeland. I used everything I had to do that since the beginning, no research, no aid to minors. I finally started sending some brigades to Egypt, fearing that the Russkies would blow through Turkey, if the latter joined the Allies.

4) Spain is lost. There are not enough US troops available for the first 10 turns or so to stem the tide of Russkies pouring across the Pyrennes. I sent everything I could muster from the US to Spain, and have not yet had any of the mothballed US forces come active yet.

5) I'm guessing that the Allied force occupying Germany at the start is too small, but you've done the research on that.

6) the Russian ainti-air missiles are deadly. One strike against carrier-based squadrons took out 60%.

7) The Russian MSS (mini subs, I think) are practically impregnible to everything but BBs. Doesn't seem right. I doubt BBs would be involved in anti-sub activity.

All I can see for Allied strategy after the fall of Spain, Italy, and probably Turkey is to hold the UK, the Middle East, and build up for landings somewhere down the line.

All of the above should be taken lightly, because I may just played poorly. Further playtesting would be necessary.

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Hairog
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RE: Play test WWIII 1946 2.1

Post by Hairog »

[font="Trebuchet MS"]First of all... thank you GW and the others who have contacted me. You input is invaluable to the process.

Changes for 2.1.3
1. British ports can once again repair ships

2. Fixed a break in the rail line in the USSR that was messing up movement.

3. Toned down the “minefields” around the Freedom Force enclaves to allow better movement.

4. Allowed the Freedom Force more choices in where to place their new units.

5. Increased the US MPP rate

6. Sped up the USA reinforcements

7. Allowed the Soviets to buy units sooner.

8. Unfortunately, to create the Seehund Mini-Sub I had to use the Battle Cruiser as a base unit and not a true submarine. This means that the Battleship is particularly effective against the Seehund because it treats the mini-sub like a Battle Cruiser. So I made the Seehund very elusive and hard to hit which is historically accurate. Very few Seehunds were sunk by anti-submarine actions. Most were lost to rough seas and mechanical failure.

9. Switched more of the neutral/allied countries to the US for their parent

10. Added more defensive works in the Pyrenees. The defacto US plan in 1946 was based on the Pincher series of plans developed by the US Joint Chiefs of Staff. A defensive stand on the border of Spain and France was a large part of this strategy.

Excellent book on the subject by Stephen Ross American War Plans 1945-1950[/font]

It also includes many facts and figures on how unprepared the former allies were for a Soviet attack in 1946-47. In particular the US forces in Europe were almost non-functional for combat purposes and were 99% untrained, new recruits who were taught to be policemen. In particular there were very few specialists who could operate the excellent radar sets, artillery "computers", communications equipment etc.. From what I've read, finding someone who could drive a tank, was a major challenge.

In addition here is a forum discussion about the story-line and subsequent books written.
Alternathistory.com discussion :

https://www.alternatehistory.com/forum/ ... aq.250871/
WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be
gwgardner
Posts: 6909
Joined: Fri Apr 07, 2006 1:23 pm

RE: Play test WWIII 1946 2.1

Post by gwgardner »

I highly recommend this mod to others. It would be interesting to hear about anyone else's experience with it. See my post above, with some thoughts on my own attempt to play the Allies against Hairog. I made a lot of early mistakes, that some of you might not. Some of what I described as 'problems with balance' may have simply been my faults.

sad ham
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Joined: Tue Feb 17, 2004 3:13 am

RE: Play test WWIII 1946 2.1

Post by sad ham »

2.1.3

When will you release 2.1.3?
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