tweber
Posts: 1074
Joined: 6/27/2007 Status: offline
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Here is the scenario description: The Great Patriotic War, 1941 to … WARNING. THIS IS A HUGE SCENARIO (600+ UNITS, 140 x120 HEXES) AND AI TURNS CAN TAKE A WHILE. ALSO NOTE THAT SOME EVENTS WILL NOT WORK PROPERLY IF PLAYED ON AN A.T. VERSION BELOW 1.10L OVERVIEW This is a division-level representation of the war in eastern Europe from June 22, 1941 onwards. The map extends from Berlin in the west to Gorki and the Urals production zones (abstracted) in the east. Fronts/Army Groups and Army's are positioned and named historically. Sides can be broken up into sectors to allow up to team play (up to 3 on a side). Scale is 12 miles for east / west hexes and 1 week per turn. ORDER OF BATTLE (OOB) All German Panzer and Motorised divisions, as well as some interesting historical units such as the Spanish Blue Division are also shown. The other units on the map are placed with an attempt at accuracy but are numbered as per the defaults in the scenario editor. HQs. HQ commanders are often named with the units they lead (e.g., Guderian). It is up to the player to keep track of commander as the war progresses. PLAY OPTIONS The Axis is split into 3 regimes – Army Group North and Finland, Army Group Center, and Army Group South and Romania. The Soviets are likewise split into 3 regimes – NW Fronts, Central Fronts, and Southern Fronts. Play options include: 1. Play 1, 2, or 3 army groups against the corresponding Soviet fronts (e.g., AG Center vs the Western front only). A sector will be ‘awake’ unless the appropriate variant is selected. Note that the number of sectors in play is mirrored (e.g., if the north sector is in play, both AGN and Finland and the Soviet NW Fronts will be active). 2. Combine the sides in 1 massive regimes (good for those that like to manage a battle across 100 hexes). This option is selected by a variant. Initially, both the combined regime and the sectors are shown in the play menu. This is so you can set sides or sectors to AI play if desired. LIMITATIONS If the sectors are not combined onto a side, the sectors are independent regimes. Key limitations include: - All 3 Axis sectors are at war with all three Soviet sectors and at peace with each-other (and vice versa for the Soviet side). All regimes are diplomatically blocked. - Sectors on a side may granted each other political points and political points may build some units. There is no other mechanism to transfer units across a sector. - Sectors can block supply. However, a sector may declare a ‘war of convenience’ against a friendly sector. This allows movement into another sector to prevent blocking. Be careful, both sides are now at war and will intercept or ambush. Players on a side may wish to share post turn screen shots to prevent friendly fire incidents. SUPPLY AND PRODUCTION The following locations are used - Factories. Build artillery, vehicles, ships and planes. They are usable by the other side (to some extent) if captured. - Recruitment centers build infantry and supply. They are not usable by the other side if captured. - Supply dumps build supply. They are usable by the other side if captured. The Soviet start with a 4:3 production advantage over the Germans. Soviet production rises 10% in 1942, 1943 and again in 1944. German production is constant, except for SS production which increases 20% each year. The Soviets get a large initial levy of conscripts in turn 5 to represent citizens rallying to the cause. 10 conscripts appear in every Soviet urban area NW of hex 90, 105. The Soviets also get worker battalions in Leningrad and Moscow as they are approached. The Soviets also get Eastern reinforcements in October and December. The Germans get Volksstrum in Germany if threatened. Note that players may use action cards to purchase rifle, light tanks, fighters, artillery and supply. Also, players get a pp grant each turn equal to their victory points. WEATHER There are 5 weather states: 1. Blitz. During the first 4 turns of the game and in June 1942, the Germans are blitzing. They have significant movement and combat bonuses 2. Clear. May – September. 50% chance in April and October. Normal movement and combat. 3. Mud. 50% change March, April, October, November. Severe movement penalties. Some readiness reduction 4. Winter. 50% in November, March, December through February. Some movement penalties. Some combat penalties for German and Axis Minor troops. 5. Severe Winter. December 1941, January 1942. Some movement penalties. Substantial combat and readiness penalties for German and Axis Minor troops. PARTISANS AND WARSAW UPRISING There is a slight chance that partisans will arrive each turn in non-plains hexes occupied by the Axis. As the Soviets approach Warsaw, the Polish resistance will stage and uprising. Warsaw becomes part of a Polish regime that is at war with both the Germans and the Soviets. NEW UNITS Naval and land mines. Inexpensive, immobile, can only defend. Soviet Worker Battalions. Horrible in combat. Engineering capability Soviet Conscripts. Horrible in attack, defend like rifle Volksstrum. Respectable in defense only, some engineering capability Flak 88 and Katyusha. Similar to units in World at War Scenario. VICTORY There are no defined victory conditions though the Soviets have significant production around Leningrad, Moscow and Stalingrad. Set your own victory conditions or play to the bitter end.
< Message edited by tweber -- 2/3/2008 8:44:10 AM >
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