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RE: Germany at War - Soviet Dawn

 
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RE: Germany at War - Soviet Dawn - 3/23/2019 5:55:59 PM   
AngrySwan

 

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They still found dirt roads in post-war Poland for making the ''Four Tankmen and a Dog'' series, and that was end of 1960s. So I can imaqgine what happened in Soviet countryside in 1940s.

So if tanks moved 6 hexes on a road would that be better? That is how much Pz IIIH makes in 1.08 and I would say it is quite fast for winter.

The standalone Typhoon scenario has a limit of 50 units for Germany and the same number of Soviet units as the campaign scenario. If I raise the limit for German units to 50 in the campaign scenario we could be back to tanks in winter of 1941.

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Post #: 31
RE: Germany at War - Soviet Dawn - 3/27/2019 5:16:24 AM   
Ronald Wendt


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Hi folks,

a revision of the winter/movement rules is on the list. I have some ideas which i want to test first before i talk about it.

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RE: Germany at War - Soviet Dawn - 3/28/2019 1:45:11 AM   
klhbekool


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Thanks Ronald, I can't wait to start Soviet Dawn!!!

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Post #: 33
RE: Germany at War - Soviet Dawn - 3/28/2019 4:58:46 AM   
terminator


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quote:

ORIGINAL: klhbekool

Thanks Ronald, I can't wait to start Soviet Dawn!!!

I guess that means you prefer a fast 1.09 release than waiting longer for many features ?

< Message edited by terminator -- 3/28/2019 5:02:42 AM >

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Post #: 34
RE: Germany at War - Soviet Dawn - 3/28/2019 12:49:48 PM   
klhbekool


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LOL, I can wait for the finished product. I have been playing this game since it was first released and I can wait a little bit longer. Just be prepared for.... Is it finished yet? Is it it finished yet?

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Post #: 35
RE: Germany at War - Soviet Dawn - 4/19/2019 8:38:35 AM   
terminator


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quote:

ORIGINAL: Ronald Wendt

Hi folks,

a revision of the winter/movement rules is on the list. I have some ideas which i want to test first before i talk about it.


Hi Ronald,

Could you give more information about the new winter/movement rules ?

< Message edited by terminator -- 4/19/2019 8:40:56 AM >

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Post #: 36
RE: Germany at War - Soviet Dawn - 4/19/2019 2:07:37 PM   
AngrySwan

 

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Hi Ronald,

It will be important for Moscow mission which is mostly infantry job but there could be a couple of panzers on the roads if they can move at all.
Also, the first attack on Tula was made by 3rd and 4th panzer divisions and Grossdeutschland regiment so the panzers must either be close enough to the city to attack it on October 29 or, if they have a longer move, they could be further away.


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Post #: 37
RE: Germany at War - Soviet Dawn - 4/22/2019 10:08:53 AM   
Ronald Wendt


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Hi folks,

the idea i have in mind is simple: the movement points and the movement costs will be multiplied by 10 for ground actions. This gives us room for more subtle movement costs which hopefully will ease the burden of the panzers while still making a difference for the types and the different tracks, which was the goal in the first place.

So if you have costs of -11 (instead of the normal -10) then you will have one less hex for values beneath 120 (e.g. a tank with former 12 MPs) and two hexes less for greater values. With the old values it would be a rigid number for MPs so either -1 or -2 which would be exactly the hexes you get less every time.

It should guarantee a minimum of mobility while limiting the maximum range in a better way.

Actually this would be something where i could use your direct help by beta testing this feature so we can adjust/judge it together.

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RE: Germany at War - Soviet Dawn - 4/22/2019 1:08:55 PM   
klhbekool


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Ronald, that is a great idea!!!!!!!!

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Post #: 39
RE: Germany at War - Soviet Dawn - 4/22/2019 10:11:02 PM   
AngrySwan

 

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Hi Ronald,

I would need to see how it works in the field.
It is not so important for 1941 but can make big difference in scenarios of 1942-1943.

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Post #: 40
RE: Germany at War - Soviet Dawn - 4/22/2019 10:19:05 PM   
terminator


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I’m not sure I fully understood how the new winter/movement rules works.

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Post #: 41
RE: Germany at War - Soviet Dawn - 4/23/2019 6:29:29 AM   
Ronald Wendt


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Hi folks,

here is a little table with some example values. I used 16 and 7 as max. & min. as these are the fringes of mobile units i saw when i took a glimpse at the movement values. Its just to see how it effects both of those ends. The values are x10 in the table as are the imaginary costs. The "hexes" is the maximum number of hexes such a unit could move with each having the costs above that value. You can see that with this "system" we can 1. cut down a high number as 16 hexes while still have a minimum movement on the low end (costs at 35) and 2. can do a lot more steps like at costs = 15 when 160 gets 10 (-6) hexes and 120 gets 8 (-4) instead of all units getting the same e.g. (-2 or -3).

Higher values will be more affected than lower ones, ensuring a minimum mobility. In theory this should be better, but i agree with AngrySwan you have to play with it. But i am sure its a step up for the winter rules and maybe some other areas.






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Post #: 42
RE: Germany at War - Soviet Dawn - 4/24/2019 4:27:08 PM   
terminator


Posts: 586
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quote:

ORIGINAL: Ronald Wendt

Hi folks,

here is a little table with some example values. I used 16 and 7 as max. & min. as these are the fringes of mobile units i saw when i took a glimpse at the movement values. Its just to see how it effects both of those ends. The values are x10 in the table as are the imaginary costs. The "hexes" is the maximum number of hexes such a unit could move with each having the costs above that value. You can see that with this "system" we can 1. cut down a high number as 16 hexes while still have a minimum movement on the low end (costs at 35) and 2. can do a lot more steps like at costs = 15 when 160 gets 10 (-6) hexes and 120 gets 8 (-4) instead of all units getting the same e.g. (-2 or -3).

Higher values will be more affected than lower ones, ensuring a minimum mobility. In theory this should be better, but i agree with AngrySwan you have to play with it. But i am sure its a step up for the winter rules and maybe some other areas.

As said @AngrySwan,"I would need to see how it works in the field".



How work the "Courland option" and the "Prague option" in the Chapter III: Revenge - North ?



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< Message edited by terminator -- 4/24/2019 4:33:10 PM >

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Post #: 43
RE: Germany at War - Soviet Dawn - 4/26/2019 4:24:06 AM   
Ronald Wendt


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Hi terminator,

Prague is awarded in both branches if you have a certain amount of brilliant victories during the whole campaign, it then is activated automatically.

Courland is a player decision,but it only shows up if you have won Smolensk and Leningrad with a brilliant victory before. Then you can choose to go into the grinder in the Baltics or to march to the west directly.

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Post #: 44
RE: Germany at War - Soviet Dawn - 4/28/2019 12:59:35 PM   
AngrySwan

 

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Hi Ronald,

Historically Army Group North held the line until the end of the war. There several Soviet offensives against the Courland pocket. The German forces there included the 19th Elite Grenadier division (2nd Latvian) - which brings me to the wish list...

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Post #: 45
RE: Germany at War - Soviet Dawn - 5/23/2019 1:49:10 PM   
terminator


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What does the "Leningrad 1944" scenario look like ?

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Post #: 46
RE: Germany at War - Soviet Dawn - 5/24/2019 5:56:23 AM   
Ronald Wendt


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Hi terminator,

quote:

ORIGINAL: terminator

What does the "Leningrad 1944" scenario look like ?


this map is under severe review as i do not think its currently a good depiction of the battle. Its likely i do a new map from the scratch for it.

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Post #: 47
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