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Eastern Front Axis Allied Balance

 
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Eastern Front Axis Allied Balance - 4/2/2013 8:17:32 AM   
battlevonwar

 

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Okay, I'm playing my 4th game since 1.3 and these are my results in total:

First 3 games 1942 my opponent quit and rightfully even after self editing frozen Russian units and combat ability to 1.4 standards.

In the current 1.4 Beta, latest patch the result after 8 or so game turns is that the Germans are close to approaching 2 out of 3 objectives. Nothing really has changed for me in the 1941-1942 Scenarios as for game balance.

People here have constantly haggled me about Game Balance but my opponents were both two of the best of the best you have to offer here. I am guessing that no Allied player can beat me with the current patch in any scenario if I play Axis. The only time any Allied player beat me was through a DOW Exploit in 1940 during my invasion of France.

The USSR will need some sort of Fighting Capability in 1941, no matter what scenario in 1939-42. My suggestion again, is something on the order of a Siberian Reinforcement with HUGE bonuses to technology and fighting capability.

HISTORY has no place in balance, and in 4 patches no one has addressed this fatal flaw to game play and balance. The Axis were not destroyed in the counter offensive of 1941 but they were nearly destroyed in places in 1942. Though the Allies has massive capabilities at this point. I would ignore all other aspects broken in the game and address this as soon as possible...

Please Players post below your possible suggestions:


1. 5-10 Russian Tank Korps around a Moscow Approach defense, with 5-10 Russian Army Korps. Large bonuses to these units so they can fight. Along with 5-10 Tac Bombers, 5-10 Fighters...20 Divisions...

2. Smaller force for Leningrad...

3. Same force for Stalingrad... If anything perhaps after a certain hex is pushed these units freeze or are dispersed and taken off the map...

That is what it would take to even give the Allies a chance so far as I can see. Unless my current opponent shocks me, I doubt that as he already expresses much the same sentiment as me.

< Message edited by battlevonwar -- 4/2/2013 8:21:11 AM >
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RE: Eastern Front Axis Allied Balance - 4/2/2013 4:30:40 PM   
rmonical

 

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I think it goes beyond the Russo-German campaign as in multiple attempts, I have not been able to force the historical win in Winter War as the the Soviet player.

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RE: Eastern Front Axis Allied Balance - 4/2/2013 5:22:13 PM   
buchand


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1. Could you post some form of AAR? I'm ready to drop the game against the AI for the opposite reason. As soon as the barbarossa benefits finish my Axis advance quickly grinds to a halt.
2. Agree fully that you either get a fully historically accurate simulation or a game. If the former why bother playing? So playability should trump accuracy every time.
2. I agree again that at 'normal' levels there should be reasonable game balance but what is reasonable will vary between individuals so whatever is done should be done through the options/preferences to avoid each patch just moving the pendulum around and someone always being shorted.



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RE: Eastern Front Axis Allied Balance - 4/2/2013 5:32:25 PM   
gwgardner

 

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No, I want historical. There are plenty of factors in this game that can be tweaked to get more historical-like results. Everything from social unrest to war readiness level to upkeep costs, etc. The worst possible thing is to just make up unhistorical reinforcements

Don't be so sure about our current game with 1.4. I'm not at all certain you'll be able to take Leningrad and Moscow in '40.

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RE: Eastern Front Axis Allied Balance - 4/2/2013 11:58:23 PM   
battlevonwar

 

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rmonical: Specifically this is in regards to Operation Barbarossa. The effects of the 1941-42 Winter upon German troops and massive counterattacks of that time period... Realistically hard to replicate... I'll elaborate further, further down.

Buchand:

1. How long have you played and on what settings are you using?
2. I agree 110% with you.
3. I understand how you feel about the experience of one player over another. Also the strategies they choose. Although I think if you play a lot of games, you will come to the same road block. Settings may not be enough, I am not 110% sure about this. For Multiplayer(As AI practically has no chance without manipulating difficulty levels) and that really goes down to cheating... i.e. when you're playing Civilization and you increase difficulty the only thing you get is a opponent with more and not more brains.

gwgardner:

We shall see how this plays out. Those Russian Units of yours will have to have a huge boost in order to stem the tide. What would be historically accurate is slower rail repair, supply issues and perhaps a massive swap of combat ability as Winter sets in grinding the Germans to a halt. Although none talk about implementing this into the game and all the half measures taken thus far don't address the problem.

To sum up:

In the end any halfway decent Axis Player will always win. As the USSR will never win as things are, if I am right and so far in about 10-12 games I have never been wrong. The only time my Axis were defeated took out nearly all of the effects of the Russian Crippling Army Events... for 1941 and I'll be honest I played quite poorly. I attacked way too much, the opponent got very lucky in places, and even still I did very well regardless(longest game I've ever heard about played in Multi player)



< Message edited by battlevonwar -- 4/3/2013 12:00:52 AM >

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RE: Eastern Front Axis Allied Balance - 4/3/2013 5:31:53 AM   
gwgardner

 

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Hold on now.

1) rail repair rate is easily modded;
2) General Winter is implemented;
3) supply effects during bad weather is implemented, and is modifiable.

So what is needed is someone to tackle the mod for all the elements you've outlined. this 1.4 is a first step. If I can hold out till bad weather hits, I have hope for surviviing the winter.

Oh, and lets not forget, this time with 1.4 is the first time we'll really get to test the new manpower/upkeep system.

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RE: Eastern Front Axis Allied Balance - 4/3/2013 7:10:48 PM   
baloo7777


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quote:

ORIGINAL: gwgardner

Hold on now.

1) rail repair rate is easily modded;
2) General Winter is implemented;
3) supply effects during bad weather is implemented, and is modifiable.

So what is needed is someone to tackle the mod for all the elements you've outlined. this 1.4 is a first step. If I can hold out till bad weather hits, I have hope for surviviing the winter.

Oh, and lets not forget, this time with 1.4 is the first time we'll really get to test the new manpower/upkeep system.


I am only able to play against the AI due to time constraints and experience level. I am playing turn 29 (nov 40) of Fall Gelb as the Allies (using custom settings with Britian/France/USA easy & all others normal)(USSR AI controlled), and the Axis AI has defeated France and not yet attacked anywhere else for several turns (other than hitting British fighters and bombing some cities. So far the game has been fun, but I doubt my skill level would stand up to a competent human opponent. When you play against each other, do you have all settings on normal? Would you consider it cheating to use the different levels to play balance the game? Just curious, and want to remain respectful of opinions of more experienced gamers.



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RE: Eastern Front Axis Allied Balance - 4/3/2013 10:21:18 PM   
gwgardner

 

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We're playing on normal right now, but in the AAR section you'll see some games I played with Chocolino with major countries on hard level.

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RE: Eastern Front Axis Allied Balance - 4/4/2013 1:39:42 AM   
baloo7777


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I followed the AAR's you mentioned (with the major powers on hard). Ouch! Looked like you had fun though. Thanks for going to the trouble of putting it out there. I can see why the USSR needs some first winter help. If you can't put a serious hurting on the Axis, then you are pretty much toast in Russia, and the Allies lose the war. Since I am playing against the AI in the Fall Gelb scenario (my first 1.04), I will find it interesting to see how the first winter goes. If the AI is decent, I will expect the Russians to be in trouble, as I have them both set on normal.

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RE: Eastern Front Axis Allied Balance - 4/4/2013 5:05:09 AM   
gwgardner

 

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1.04 changes things a lot on the Eastern Front in '41. In my current game, I'm doing better than I did against Chocolino, I think.

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RE: Eastern Front Axis Allied Balance - 4/4/2013 6:53:35 AM   
battlevonwar

 

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gwgardner:

I am definitely seeing choke points I never had when I played The USSR. There are 20 objective cities at least with resources I'll need to really push in on The Big Three in The USSR: Leningrad/Moscow/Stalingrad. I think it's Sept 1st... I have never seen Op Barbarossa take this long.

Yes modifying the speed of which Axis can push would be an answer if the right recipe can be found. I also agree this is our first beta on making things more difficult. I would love to see the Soviets able to defend themselves!



< Message edited by battlevonwar -- 4/4/2013 6:55:02 AM >

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RE: Eastern Front Axis Allied Balance - 4/4/2013 10:56:23 AM   
Rasputitsa


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I know my experience is limited, as I can only play against the AI, but I have had a saved game running through all versions, from 1.0 to the new 1.04 beta (put it aside for a while during the 1.02/1.03 problems, but restarted). I have progressively adjusted rail repair times, entrenching, air and sea supply and other items to get a more realistic feel.

Now coming out of the first winter on the Eastern Front, as Axis against the AI, and the Soviets are no push-over, the Soviet air force is reappearing at the front and several new large Soviet Tank Corps have arrived in the last few turns. The AI has only made limited attacks during the winter turns, but has taken advantage of any weak points and caused significant damage. Having to move Axis units back to German territory to get full reinforcement slows things down.

Rail repair is critical, it repairs too quickly and a more realistic delay in opening rail supply keeps a more historical balance.

Too early to really tell how version 1.04 beta will work out, but I feel I have a real fight developing.

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RE: Eastern Front Axis Allied Balance - 4/4/2013 4:52:24 PM   
baloo7777


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quote:

Rail repair is critical, it repairs too quickly and a more realistic delay in opening rail supply keeps a more historical balance.


Can you tell me how to mod the rail repair for Axis AI? What would give a more historical feel?

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RE: Eastern Front Axis Allied Balance - 4/4/2013 5:56:35 PM   
Rasputitsa


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quote:

ORIGINAL: baloo7777
quote:

Rail repair is critical, it repairs too quickly and a more realistic delay in opening rail supply keeps a more historical balance.

Can you tell me how to mod the rail repair for Axis AI? What would give a more historical feel?


In the TOF folder find data/scenarios/scenario name/const, which will open in notepad, look for lines :

[Railroads]
MaxRepairTimeAfterOwnerChange = 3
RepairChanceForWeather = 90;35;50


I think that this means that the chance for a broken rail to repair is 90% in good weather, 35% in mud and 50% in snow, but that anyway it will always repair after 3 turns.

I have tried increasing the max repair time to 5 turns and reduced the % chance to repair to 60:25:35 and now thinking of going lower, 30:15:10.

I am using this to slow down the Axis advance played by me, against the AI, but the AI gets help and I am not sure if any changes will apply to the AI, also there are national const files which allow you to change things for specific nations, but I don't know whether, or not, rail repair is a global feature that cannot be varied for different nations.

Even on a lower percentage there is still a chance that some rail may still repair quickly, depends on how the % odds fall for each hex.

You may have to change permissions for the file to be able to save changes - right click to get file Properties/Security/allow full control, to be able to modify the file (backup original files in case you want to go back).

These files are specific to each scenario, so any changes in one scenario const file will not be active in any other scenarios you might play.

When the game is saved, copies of national const files go into the saved game file, so unless its a new game, any changes to national const files will have to be made to the saved files. I think the main const file, which does not appear in the saved game files, always remains as it was in the main game folder.

There are a lot of features in the const file which can be adjusted, another item I find useful is unit splitting, in a game with no stacking, splitting units is a realistic way to establish a defence and get more flexibility.

[UnitSplitting]
FreezeTimeModifierAfterUnitSplit_Land = 0.67
CostModifierOfUnitSplit_Land = 0.67


Changing these to .25, or lower, reduces the time delay and PP cost of splitting. The cost was set high to stop players from using the split as a cheaper way of getting more Corps, which could then be built to full strength, but you can name the split units as XXX/1 and XXX/2 so you could later merge them back into the original unit and as a reminder not to reinforce them above 50%. Choosing appropriate names will allow you to find split units in the unit management box (click at the top of each column and the unit list should fall into number order). The AI will not be affected, as I don't think it uses splitting.

[RailroadSupply]
SupplyPartWithNoRailroadLandConnectionWithMSS = 0.66


Lowering this may help, as the Soviets in defence will have a full rail net and changing this should reduce supply for the advancing side with broken rail behind them.

To help the Soviets, experimenting with entrenching settings to allow units to dig for more turns (from 5 to 10) and hopefully get a bigger entrenching bonus if they haven't moved. It's difficult to see which defence bonuses are being applied during combats, but the AI Soviets can be difficult to shift, without multiple attacks.

< Message edited by Rasputitsa -- 4/4/2013 7:00:21 PM >


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RE: Eastern Front Axis Allied Balance - 4/5/2013 10:26:07 PM   
JLPOWELL


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It is actually two different games:
Vrs AI you face MASSIVE USSR forces impossible to build as a player (about 10 times as strong as a human gets) PvP is unbalanced worse in the opposite direction USSR is weak as a kitten. Neither is 'historical' in any real sense.

That said GWGardner is correct. This is absolutely addressable with some mods but 'as is' it is pretty rough. Rough as unpolished not as in difficult usually difficult is good. Currently defending USSR vrs a competent Human is beyond difficult. IMO the main problem is the game balance is 'tuned' to GE vrs AI outside that box it tends to break down a bit.

< Message edited by JLPOWELL -- 4/5/2013 10:31:18 PM >


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RE: Eastern Front Axis Allied Balance - 4/6/2013 7:27:04 AM   
baloo7777


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quote:

ORIGINAL: JLPOWELL

quote:

It is actually two different games:
Vrs AI you face MASSIVE USSR forces impossible to build as a player (about 10 times as strong as a human gets) PvP is unbalanced worse in the opposite direction USSR is weak as a kitten. Neither is 'historical' in any real sense.


OOPS! I made the changes Rasputitsa had offered as a suggestion in his reply (I saved the original Consts 1940 Fall Gelb scenario), as I was thinking I would like a better balanced and somewhat more historical scenario. If the USSR AI is now even stronger, I will likely find out soon (finished with Jan 1 1941 turn). I am playing as the Allies vs the Axis AI. If I play a PvP game, I hope my opponent and I can agree on some play balance/realism mods in advance. I'll play this vs the AI for awhile to see what happens.

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RE: Eastern Front Axis Allied Balance - 4/6/2013 10:14:55 AM   
Rasputitsa


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I did say that these adjustments were in use as Human Axis against Soviet AI and they are mainly to provide a more realistically challenging game for the human. I am not sure of the details, but the AI gets to break some of the rules, to give it a better chance, so changing some of the parameters may not affect the way the AI works.

No AI can give a challenging game to a human player, unless it gets some help, and anyway it is unlikely to be any good at taking the initiative. I usually play Axis for the early war scenarios and Allies for the late war years, this puts the AI closer to its defensive comfort zone and I use various data adjustments and personal house rules to get a more historically realistic game.

The basic game design has to allow for the possibility of the AI playing either side, in all scenarios, and PBEM with human/human play as well. It's not surprising that this leads to compromises in design decisions, which means the game may not be giving the best results in all cases.

However the game is easily modded and can be adjusted, with in-game settings, or adjustments to the game files, as you play, it's good that the player has the opportunity to get into the guts of the game if they wish.

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RE: Eastern Front Axis Allied Balance - 4/6/2013 9:03:32 PM   
baloo7777


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You are very correct. You did say vs human opponent. I am trying the scenario I have going now as an experiment by changing (custom settings) to play both sides and try different settings. I am still very happy with 1.04 as no crashes to date. I also appreciate learning how to mod a scenario. Now if only I could mod the routing of convoys. They keep running through the same deadly sea zones to great PP loss(40-50%).

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RE: Eastern Front Axis Allied Balance - 4/6/2013 9:18:30 PM   
Rasputitsa


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quote:

ORIGINAL: baloo7777
You are very correct. You did say vs human opponent. I am trying the scenario I have going now as an experiment by changing (custom settings) to play both sides and try different settings. I am still very happy with 1.04 as no crashes to date. I also appreciate learning how to mod a scenario. Now if only I could mod the routing of convoys. They keep running through the same deadly sea zones to great PP loss(40-50%).


The convoy issue has been an ongoing problem, but I think this is an item that will have to be fixed by the devs, the modding options are limited, although it has been discussed, see link.

http://www.matrixgames.com/forums/tm.asp?m=3266811




< Message edited by Rasputitsa -- 4/6/2013 9:19:15 PM >


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RE: Eastern Front Axis Allied Balance - 4/6/2013 9:36:42 PM   
gwgardner

 

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Have you tried escorting convoys? that is available in 1.04. have destroyers, etc. stationed along the routes.

I know that's impossible in the Med, as long as it is Italian controlled, and for the seazone next to France.

Hunt and kill those subs, make it a major effort.

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RE: Eastern Front Axis Allied Balance - 4/7/2013 4:56:38 PM   
battlevonwar

 

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Very interesting topics...

Whatever realistically balances things would be nice. I usually don't give the AI much of a chance as it, it requires a few games to find a way to exploit it.

Here in this current game, I push on the boundary cities of Moscow and Leningrad in Sept.1941(waiting for what will occur) What is usually the case is the Russians run out of units for the fodder.

In history, so many Russians were captured even more slipped out of the fingers of the Germans, reformed and caused havoc. There is more partisan activity in Greece than in Russia...

In History the territory was not favorable for the Germans conquest due to their treatment of the people. The Rails, the Weather, the Long lines. Russia was actually really frikkin' hot as well as really frikkin' cold...both, in a tank that's no fun...


If I can drive to Stalingrad before Winter I will say, we should really triple our efforts to balance out things. Even if we have to mod ourselves... I am eager to see if GwG can hold me at the line he's developed.


Meanwhile in Egypt, are on the Razor's Edge

< Message edited by battlevonwar -- 4/7/2013 4:58:13 PM >

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RE: Eastern Front Axis Allied Balance - 4/7/2013 6:11:22 PM   
gwgardner

 

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Oh, I made a mess in Egypt, didn't I. Way too aggressive with my armor and mech divisions, which you picked off willy-nilly. But we shall see ....

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RE: Eastern Front Axis Allied Balance - 4/7/2013 6:32:32 PM   
Rasputitsa


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quote:

ORIGINAL: battlevonwar
Very interesting topics...

Whatever realistically balances things would be nice. I usually don't give the AI much of a chance as it, it requires a few games to find a way to exploit it.

Here in this current game, I push on the boundary cities of Moscow and Leningrad in Sept.1941(waiting for what will occur) What is usually the case is the Russians run out of units for the fodder.

In history, so many Russians were captured even more slipped out of the fingers of the Germans, reformed and caused havoc. There is more partisan activity in Greece than in Russia...

In History the territory was not favorable for the Germans conquest due to their treatment of the people. The Rails, the Weather, the Long lines. Russia was actually really frikkin' hot as well as really frikkin' cold...both, in a tank that's no fun...


If I can drive to Stalingrad before Winter I will say, we should really triple our efforts to balance out things. Even if we have to mod ourselves... I am eager to see if GwG can hold me at the line he's developed.


Meanwhile in Egypt, are on the Razor's Edge


The rail net only gets partially damaged and repairs too quickly. I reality the Germans were never able to get the level of supply they needed by rail, even after they repaired the lines. Some units were sending their supply trucks all the way back to Germany, in desperation to get parts and equipment, because the supply system was so inadequate.

In the game, rail damage occurs as you have combat, or capture rail hexes and if you avoid moving units through rail hexes you can minimise the damage. I would like rail damage to be assessed for each rail hex on changes of national control, whether, or not, there has been any combat, or movement in the hex, with a high chance of every captured rail hex being damaged. The repair delay can be modded, but I think the damage process is something for the devs.

This would be more realistic, as historically even if the actual rails weren't damaged the railway staff will head for the hills, signalling equipment destroyed and rolling stock removed by the retreating nation. It takes some time to get a rail system working efficiently, even with little physical damage.

Changing this for the East front aspects will not effect other theatres too much, as there is little rail in NA and the Western Allies did not leave much of the enemy rail system working during their offensives. The Western Allies were running truck supply (Red Ball Express, etc.) right up to the German border in late 1944, because the French rail system had been trashed.

Much more rail damage (essentially all rail damaged on change of control) and longer repair time will slow the race across Russia, in either direction.


< Message edited by Rasputitsa -- 4/7/2013 9:21:08 PM >


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RE: Eastern Front Axis Allied Balance - 4/7/2013 7:52:51 PM   
baloo7777


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quote:

ORIGINAL: gwgardner


quote:

Have you tried escorting convoys? that is available in 1.04. have destroyers, etc. stationed along the routes.

I know that's impossible in the Med, as long as it is Italian controlled, and for the seazone next to France.

Hunt and kill those subs, make it a major effort.


I have now stationed small allied squadrons (cruisers/air carrier and maybe a BB) in as many of the sea zones as I can. The axis AI is making use of its air power (fighters/tactical) in the sea zones bordering France (Bay of Biscay/Channel/North Sea) and is using its subs there also. After many damaged ships, I moved outside these zones and try air attacks on the subs. The entire Italian Fleet is sitting in the zone off Tunisia and killing PP's like they were candy. Put French subs there, but they got damaged and I have no way to repair them. I might be gaming the system though, as every turn I refuse to surrender as the French (not realistic). In CEAW, you do not get a choice once Paris falls. Oh well, awaiting the AI attack on USSR, as Axis will need those air units there. I made a rookie mistake and used every spare PP to create British Fighter units, and now have a severe shortage of tactical , meaning I have trouble attacking AI subs (when I can even find them). Not sure I am understanding how to use the Naval system yet. Thought I might try to put a tactical air unit in Malta, and see if I can get those Italian subs!

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RE: Eastern Front Axis Allied Balance - 4/7/2013 9:42:10 PM   
gwgardner

 

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Yeah, the biggest problem in the game right now as far as I'm concerned is the convoy routing through the med instead of around the Horn. That and the stupid Bay of Biscay.

One thing you can do is not run convoys every turn, but only as needed. Bad solution, but I've done it at times.

someone with some modding talent should simply put an MSS in Cairo, representing the supplies from the Empire, so we wouldn't have to run convoys through the med except to Malta.

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RE: Eastern Front Axis Allied Balance - 4/7/2013 10:12:48 PM   
battlevonwar

 

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The British did have a hell of a time supplying Malta. The fact convoys run in a straight line. I really have found the best recipe is just follow the coasts if the enemy has no Tactical Bombers or Mass Carriers its all just easy targets. Even then, it's rather tough to destroy Subs in mass...

Egypt is tough to defend! There British have more air than ground forces I notice more often that not. But it certainly costs a lot of PP to take.

In one area you've stationed nearly the entire Russian Baltic fleet, and no amount of airstrikes or German Naval presence will dislodge it over months.


< Message edited by battlevonwar -- 4/7/2013 10:13:47 PM >

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RE: Eastern Front Axis Allied Balance - 4/7/2013 10:20:36 PM   
battlevonwar

 

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The rails alone would not stop the Panzers, it would bottleneck up certain operations and not allow for Front Switching that the Germans have the ability to do now. On foot I could see the German units moving at a much slower pace. A month or so two would be bought by this action. Plus reinforcing, would be much slower...so long term operations would alter.

You shouldn't be able to move say 500,000 men and 1000 tanks in a week? No matter what conditions, especially down the same Rail Line, up a narrow corridor.

If you really want to bog down the Germans vs the Russians they will have to fight. Somewhere, somehow... They will have to learn Blitzkrieg and get a strong enough bonus and have enough reserve units to push back and defend their homeland. Then it's up to the tactical prowess of the two opposing forces and it's what I stress ideally. No matter the supply/weather/rail conditions. If the Russians never learn to fight which they did(the Germans taught them how) they will die.

Unless the German player is inept at tactics. Basically, don't get encircled, keep killing, take cities, resources. Only way around this if the Urals had a better PP bonus as in some games and true Scorched Earth in the wake.

P.S. American Trucks were driven like mad to supply front line troops in France. Hazardous as hell... Perhaps a % chance that front line units get low supply or foraging supply levels would also help hinder speed? I like these ideas, they add some realism plus the hope that someone who chooses to play the Allies feels he has a chance. We don't want to tip the balance too far, just enough to even it up at least.

< Message edited by battlevonwar -- 4/7/2013 10:22:25 PM >

(in reply to baloo7777)
Post #: 27
RE: Eastern Front Axis Allied Balance - 4/8/2013 12:39:45 AM   
baloo7777


Posts: 244
Joined: 5/18/2009
From: eastern CT
Status: offline
The AI Axis has done pretty much the same thing in the med. The Italian fleet occupies a sea zone, and cannot be dislodged. I tried not sending any PP convoys for a turn, but the 44 PP's it left the British that turn hurt my air units ability to rebuild. The German air is attacking anything in range (maybe not for long as its now late Feb 1941). Then I had the bright idea to send the remaining French Fleet against the Italian controlled sea zone (the French unrest is approaching 50%, and their must be some consequence soon from not signing an armistace). Pretty much the only thing that happened was the French Fleet and the Italian Fleet sailed around not attacking each other. However, the many, many Italian subs were able to sink a number of already damaged French ships. I would probably be imprisoned or worse if this was the real deal!

_____________________________

JRR

(in reply to battlevonwar)
Post #: 28
RE: Eastern Front Axis Allied Balance - 4/9/2013 4:09:01 PM   
battlevonwar

 

Posts: 217
Joined: 12/22/2011
Status: offline
Take small Island Bases, and attempt to use tac air in concentration if you're able against the enemy Navy. Against AI, it will probably work. Against a human, maybe not such a wise choice.




quote:

ORIGINAL: baloo7777

The AI Axis has done pretty much the same thing in the med. The Italian fleet occupies a sea zone, and cannot be dislodged. I tried not sending any PP convoys for a turn, but the 44 PP's it left the British that turn hurt my air units ability to rebuild. The German air is attacking anything in range (maybe not for long as its now late Feb 1941). Then I had the bright idea to send the remaining French Fleet against the Italian controlled sea zone (the French unrest is approaching 50%, and their must be some consequence soon from not signing an armistace). Pretty much the only thing that happened was the French Fleet and the Italian Fleet sailed around not attacking each other. However, the many, many Italian subs were able to sink a number of already damaged French ships. I would probably be imprisoned or worse if this was the real deal!


(in reply to baloo7777)
Post #: 29
RE: Eastern Front Axis Allied Balance - 4/10/2013 5:30:20 PM   
Razz


Posts: 2522
Joined: 10/21/2007
From: CaLiForNia
Status: offline
Game balance has been fixed in the Third Reich Mod.

You should try it.

For example, you have to take Norway now and the AI will fight for it.

Russia is stronger is not a cake walk.

Vichy France does not go to Germany right away. The French fleet is either destroyed or moved to the Allies with a very small chance that Germany will get a ship.



< Message edited by Razz -- 4/10/2013 5:34:04 PM >

(in reply to battlevonwar)
Post #: 30
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