Matrix Games Forums

Distant Worlds: Shadows Final Teaser!Distant Worlds: Legends gets Updated!Recruiting Testers for Commander: the Great War on Mac!Armageddon invasion starts in 2014Command Rommels Panzers in Battle Academy!Servers UpdateThe Deal goes Fourth!Command Ops gets a Massive Update!Lost Battles AAR: Smolensk 41War in the East: Lost Battles is here!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Road to Moscow 2.0

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> Road to Moscow 2.0 Page: [1]
Login
Message << Older Topic   Newer Topic >>
Road to Moscow 2.0 - 3/8/2012 9:09:28 AM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
Greetings
Here is the latest iteration of Road to Moscow I. Crossing the Border. It uses an Attrition Divider of 14, and Maximum Combats per Battle of 3, thanks to the recommendations of Oberst Klink.

I have found I can consistently achieve a German victory, but it requires careful management of panzer divisions the last three turns to get past Minsk and capture the critical Berizina River crossings...

Naturally, feed back is much appreciated. Further scenarios are forthcoming.

rak

Attachment (1)
Post #: 1
RE: Road to Moscow 2.0 - 3/8/2012 9:12:16 AM   
Oberst_Klink

 

Posts: 787
Joined: 2/10/2008
From: Germany
Status: offline
quote:

ORIGINAL: HPT KUNZ

Greetings
Here is the latest iteration of Road to Moscow I. Crossing the Border. It uses an Attrition Divider of 14, and Maximum Combats per Battle of 3, thanks to the recommendations of Oberst Klink.

I have found I can consistently achieve a German victory, but it requires careful management of panzer divisions the last three turns to get past Minsk and capture the critical Berizina River crossings...

Naturally, feed back is much appreciated. Further scenarios are forthcoming.

rak

Much appreciated Rob! I try to schedule an hour per day because atm I am in the process of re-vamping Kharkov '43 - A gallop no more, from scratch!

Klink, Oberst

_____________________________

Ceterum censeo Carthaginem esse delendam
(Marcus Porcius Cato Censorius)

Visit the Gefechtsstand!

(in reply to HPT KUNZ)
Post #: 2
RE: Road to Moscow 2.0 - 5/18/2012 11:31:46 AM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
Here is the latest version of Road to Moscow Series I. Crossing the Border, incorporating the Attrition Divider of 14, and Maximum Combats per Battle of 3 as suggested by Oberst Klink.
Several other minor changes to objectives, OOB, and movement bias.

Similar adjustments to Scenarios II. to VIII. are forthcoming...

rak

Attachment (1)

(in reply to Oberst_Klink)
Post #: 3
RE: Road to Moscow 2.0 - 5/18/2012 5:55:49 PM   
Oberst_Klink

 

Posts: 787
Joined: 2/10/2008
From: Germany
Status: offline

quote:

ORIGINAL: HPT KUNZ

Here is the latest version of Road to Moscow Series I. Crossing the Border, incorporating the Attrition Divider of 14, and Maximum Combats per Battle of 3 as suggested by Oberst Klink.
Several other minor changes to objectives, OOB, and movement bias.

Similar adjustments to Scenarios II. to VIII. are forthcoming...

rak

It's on the test bench doc!

Klink, Oberst

_____________________________

Ceterum censeo Carthaginem esse delendam
(Marcus Porcius Cato Censorius)

Visit the Gefechtsstand!

(in reply to HPT KUNZ)
Post #: 4
RE: Road to Moscow 2.0 - 5/20/2012 11:19:36 AM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
This is the next in the Road to Moscow Series- II. Smolensk.

In addition to the suggestion by Oberst Klink to use an Attrition Divider of 14 and Maximum Rounds per Battle of 3; using similar logic for the Attrition Divider and MRPB modification to account for one day scale, the replacement rate has been reduced. This version also includes a number of Soviet OOB changes based of COL Glantz’s recent book Barbarossa Derailed.

Note that all of the play testing for the Series has been Germans vs Elmer, although it should be playable as human vs human or Soviet vs Elmer.

cheers
rk

Attachment (1)

(in reply to Oberst_Klink)
Post #: 5
RE: Road to Moscow 2.0 - 5/21/2012 12:05:00 PM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
Here is the third in the series, III. Guderian Moves South. Again incorporating AD of 14, MRPB 3, and well as some changes noted in Glantz's Barbarossa Derailed.

As always comments and suggestion are welcomed.

rk



Attachment (1)

(in reply to HPT KUNZ)
Post #: 6
RE: Road to Moscow 2.0 - 5/23/2012 10:38:53 AM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
IV. Kiev-

Kiev is a tough nut. And Guderian's left flank is vulnerable...

Attachment (1)

(in reply to HPT KUNZ)
Post #: 7
RE: Road to Moscow 2.0 - 6/14/2012 2:32:58 AM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
Here is V. Bryansk and Vyasma. 1 Oct 41 Army Group Center now resumes the advance on the Road to Moscow. Initial objective: surround and destroy the second echelon Red Army. But the oncoming Russian mud, rasputitsa, could be expected in the next few weeks...


Attachment (1)

(in reply to HPT KUNZ)
Post #: 8
RE: Road to Moscow 2.0 - 5/3/2013 3:46:32 PM   
fulcrum90

 

Posts: 30
Joined: 4/27/2006
From: Madrid, CEE
Status: offline
Thanks Kunz for the updates..

I´m playing again the serie. They´re funny but germans have serious troubles to win...With four scenarios played (mirror games)soviets have won all...Now I´m going to try Bryansk and Vyasma..let´s see

(in reply to HPT KUNZ)
Post #: 9
RE: Road to Moscow 2.0 - 5/6/2013 3:33:36 AM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
fulcrum90,
thanks for the feedback. Good luck! Keep me posted.

cheers
rk

(in reply to fulcrum90)
Post #: 10
RE: Road to Moscow 2.0 - 5/6/2013 2:57:17 PM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
fulcrum90, are these games against the po, PBEM or hotseat?
Although the scenarios are playable in all modes, I did the design with German-player vs Soviet-po in mind.
It is a challenge for a designer to develop a game that gives historical result. Should that be called a Draw? I did most of the playtesting using po vs po to give the historic objectives, and adjusted the objectives to call that a Draw, and worked from there.

Let me know what your experiences has been. It has been some time since I have played the first seven scenarios vs Soviet-po; I will take a look at these again. I am almost finished with playing RtM VIII "What if?" vs Soviet-po, and the Germans have taken nearly all of Moscow.

_____________________________

"Dedicated to the Allied and German soldiers who fought, bled, froze and died for their countries." by Trevor N.DuPuy, in Hitler's Last Gamble.

(in reply to HPT KUNZ)
Post #: 11
RE: Road to Moscow 2.0 - 5/11/2013 8:41:01 AM   
fulcrum90

 

Posts: 30
Joined: 4/27/2006
From: Madrid, CEE
Status: offline
Hi Kunz

I´m playing your scenarios PBEM with a rough opponent. My impression is that soviets are too strong so that is very complicated for german player recreate historical results...in Crossing the border germans didn´t take Minsk, in Smolensk are halted outside the city, in Guderian Moves South were stuck crossing Input river, in Kiev got the breakthrough in the last turns and hadn´t time to surround the city...I agree with you that a historical result is a draw but with eight games playes we have three draws and five soviets victories (most of them OV)...Perhaps the problem is that your scenarios are complicated to play with the last patch because I see that is very difficult break the soviets lines...they resist till the end...german fatigue assaulting is higher than soviets´defending..I´m playing with your scenarios updated
Now, we´re playing Bryansk and Vyasma and looks that soviets are broken..but let´s see
BTW, thanks four your scenarios..I think that is a good serie..I like your maps and OOB. Good job

Saludos

(in reply to HPT KUNZ)
Post #: 12
RE: Road to Moscow 2.0 - 5/16/2013 2:31:13 AM   
HPT KUNZ

 

Posts: 124
Joined: 7/4/2002
From: near Philadelphia
Status: offline
Hi Fulcrum90
I appreciate you feedback.

Indeed it is not easy to design a scenario that is balanced for play vs PO as well as PBEM. I have designed the series as a German player vs Soviet PO in mind. The Germans have a reasonable chance of a attaining the historic objectives. So I am not surprised a good Soviet player is making it difficult for you! Based on your feedback I will revisit the scenarios and reduce the Soviet proficiency and supply. I feel the OOB and TOE, and equipment strength is reasonably accurate.

Incidentally, over at the Matrix Gary Grigsby's War in the East Forum there is considerable discussion that the campaign may be unwinnable for the Germans against a PBEM Soviet who simply retreats and conserves forces, rather than make the usually senseless attacks early in Barbarossa...How does a designer handle that?

I would be very interested in your results with RtM VIII: What if?. See the thread I posted not long ago, that has a screen shot and the latest version. It is a scenario that tests what would happen if Hitler had listened to his generals and driven straight for Moscow after taking Smolensk. Could the Germans do it with the forces they had in August, before the Russian mud?

I assume you are using the 4.0 versions of Scenarios I-IV I have posted earlier in this thread.

cheers


_____________________________

"Dedicated to the Allied and German soldiers who fought, bled, froze and died for their countries." by Trevor N.DuPuy, in Hitler's Last Gamble.

(in reply to fulcrum90)
Post #: 13
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> Road to Moscow 2.0 Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.203