RE: FITE 2 (Full Version)

All Forums >> [New Releases from Matrix Games] >> The Operational Art of War IV >> Mods and Scenarios



Message


larryfulkerson -> RE: FITE 2 (5/19/2019 1:05:40 PM)

addedFITE2 v.1.6
http://www.matrixgames.com/forums/tm.asp?m=4388146&mpage=1�


[image]local://upfiles/16287/476761BF51D24297A165C2451B1F4E55.jpg[/image]




Teufeldk -> RE: FITE 2 (5/19/2019 8:19:57 PM)


quote:

ORIGINAL: Lobster

If you are going to do this:

Special rules for Finland
Throughout the war Finland kept close ties to the Western Allies, and never signed a formal alliance with Germany. In the game this means that if the Russians tries to conquer Finland before turn 214 by taking a hex with a red star the USA, will reduce Lend Lease to Russian (-2 supply to Russia). In addition the German units in Norway will activate and can be sent to support Finland. These effects are cancelled if the Finns or the Germans take any hex between (268,89) and (274,101) on the Kirov rail line or on turn 214 whichever comes first.

Then you have to do it completely, not just for one side. The Finns MUST stop their offensive in first week of November along the entire front. That was part of the U.S. demands and the Finns did stop. So if you want to get historical do it for both sides, not just one.

From Wiki:

Finland maintained good relations with a number of other Western powers. Foreign volunteers from Sweden and Estonia were among the foreigners who joined Finnish ranks; Infantry Regiment 200, called soomepoisid ("Finnish boys"), mostly comprised Estonians, while the Swedes mustered the Swedish Volunteer Battalion.[110] The Finnish government stressed that Finland was fighting as a co-belligerent with Germany against the USSR only to protect itself and that it was still the same democratic country as it had been in the Winter War.[98] For example, Finland maintained diplomatic relations with the exiled Norwegian government and more than once criticised German occupation policy in Norway.[111] Relations between Finland and the United States were more complex; the US public was sympathetic to the "brave little democracy" and had anti-communist sentiments. At first, the United States sympathised with the Finnish cause, but the situation became problematic after the Finnish Army crossed the 1939 border.[112] Finnish and German troops were a threat to the Kirov Railway and the northern supply line between the Western Allies and the Soviet Union.[112] On 25 October 1941, the US demanded that Finland cease all hostilities against the USSR and withdraw behind the 1939 border. In public, President Ryti rejected the demands, but in private, he wrote to Mannerheim on 5 November asking him to halt the offensive. Mannerheim agreed and secretly instructed General Hjalmar Siilasvuo and his III Corps to end the assault on the Kirov Railway.


It is already implemented: In FITE2 the Finns have never been allowed to move beyond the Yellow Diamond marked hexes (marking their historical advance). The only exception is around Louhki (270,90), where the Finns are allowed to cut the Kirov rail line, which they did not do historically as you point out.

But with the new update, the Finns pay a price for cutting the Kirov rail line. If they do that the Russians can with no penalty attack and destroy the Finns before the summer of 43 (after the summer of 43 there are no penalty, whether the Kirov Rail line has been cut or not).

If the Finns "agree" to the US demands, and do not cut the Kirov Rail line at Louhki, the US will, in turn, look harshly on the Russians destroying the Finns before the Summer of 43: the Russians get -2 supply for the entire war (representing reduced Lend Lease). This penalty is activated if the Russians move beyond the Red Star marked hexes.

So in short: the Russians can still destroy the Finns if they want too before the summer of 43, but it will cost them -2 supply (and the Germans in Norway will active) unless the Finns have cut the Kirov rail line around Louhki.

It is a difficult political situation to simulate in TOAW, but this is our attempt.





gliz2 -> RE: FITE 2 (6/6/2019 6:24:07 AM)

My opinion about "simulating" politicsl background is forget about it. It's impossible as there are too many variables.

Back in the day when I played a lot of boardgames I always liked the fact that you were not limited by the historical events. The initial set up could be easily randomized same as reinforcements or "politics".

I know, the engine and bla, bla...Why people get so obssesed with putting historical limits to a ahistorical recreation? I mean ifvyol you want simulation then Soviets must be oblige to attack in Jul-Sep'41 and the Germans not to be allowed to withdraw from 1942 onwards. That would be simulating the political background of military aspects.

It doesn't matter whether the Fins will assault Leningrad or Romanians will be shipped to fight for Moscow. This is a game, play and enjoy it. It will always be possible to do really crazy ahistorical stuff because the engine allows it.

PS. I found out that if the Soviets are to skip Turn 1 the scenario play much better.
Also not allowing to blow major bridges until enemy contact makes things more interesting (for both sides throught the game).




larryfulkerson -> RE: FITE 2 (6/6/2019 10:27:48 PM)

quote:

not allowing to blow major bridges until enemy contact makes things more interesting

I agree. I'm wondering why there is no rule about using only engineer units to destroy bridges. Or maybe there is such a rule. I could be wrong.




fogger -> RE: FITE 2 (6/9/2019 4:34:33 AM)

Larry I served in the engineers as a NCO, and then in the infantry and a sabre squadron as a commissioned officer. My experience is that all senior NCO's know how to drop a bridge. The only question how much PE you can lay your hands on and how much time you have to prepare. It is not uncommon for engineers to prepared a bridge and then leave it in the hands of the infantry to do the task later. But then there a difference between dropping a span (denying) and dropping the span and blowing up the approach slab /embankments leading up to the bridge (total destruction).




Lobster -> RE: FITE 2 (6/9/2019 11:58:31 AM)

The Soviet tank divisions start out with a somewhat historical number of tanks. Some have a very small number. And they are stuck with it. They cannot reach their official TOE. Yet during the historical Barbarossa campaign they added tanks to the divisions. This is impossible to do in the scenario. Why such a harsh break from history?

Edit:
I see all the infantry divisions start out stronger than historically so maybe you made it all balance out.




gliz2 -> RE: FITE 2 (6/13/2019 11:38:22 AM)

After some trial-by-error I conclude the following HOUSE rules to improve the gameplay in FITE2:
1. The Soviet player need to skip Turn 1.
For Turn 2 it is up to the players but so far I have found that the best is to allow only rsil transport movements, digging in and deployment changes (like "local reserve").
This simulates the initial shock and it's crucial for the whole Barbarossa. As the German player has zero flexibility on initial allocation of forces at least he should get the shock effect bonus to allow him to get a fighting chance for the objectives.
2. The Soviet player is not allowed to blown bridges until Turn 3. Again: to simulate the initial shock.
3. Major bridges (the ones on the major roads) can only be blown up by a dug in unit (with exception of tank and motorized recon units) or by any form of engineers.
4. Blowing major bridges is only allowed when in contact with the enemy. Rule of the thumb: enemy visible one hex away from the bridge means "in contact".
5. The defending player (e.g. in 41-42 by definition Soviet) should not attack the hexes taken by the attacker in attacker's phase.
This is quite a hard rule but it prevents the situation where only 6SP out of 90SP attacking stack takes control over the hex thus unrealisticly exposing itself to full blow of the opponent in next turn.
This one relates to the hexes. Normally in hex games the attacker is allowed to move any attacking unit to the hex. Hence the above rule makes sense (and a lot of difference) in this scenario.
6. Partisants need to be allowed. This will simulate the (very negative) impact of German politics on the military effort.
7. All type of stacking should be possible. It's ahistorical but so is the whole scenario. This rule gives much more flexibility to German player.

Kind requests to developer of FITE2
1. Could you add additional (perhaps as a Theatre Option) air transportation to Germans. It puzzels me why there is only room for 2 units of Brandenburgers.
2. Any chance of better description of all the options available.
For example when playing Soviets I struggled to find what was the result of dissolving Mech Corps.




larryfulkerson -> RE: FITE 2 (6/13/2019 11:46:20 AM)

quote:

2. The Soviet player is not allowed to blown bridges until Turn 3. Again: to simulate the initial shock.
3. Major bridges (the ones on the major roads) can only be blown up by a dug in unit (with exception of tank and motorized recon units) or by any form of engineers.
4. Blowing major bridges is only allowed when in contact with the enemy. Rule of the thumb: enemy visible one hex away from the bridge means "in contact".
5. The defending player (e.g. in 41-42 by definition Soviet) should not attack the hexes taken by the attacker in attacker's phase.
This is quite a hard rule but it prevents the situation where only 6SP out of 90SP attacking stack takes control over the hex thus unrealisticly exposing itself to full blow of the opponent in next turn.
This one relates to the hexes. Normally in hex games the attacker is allowed to move any attacking unit to the hex. Hence the above rule makes sense (and a lot of difference) in this scenario

The part about blowing bridges gets murky in the middle. I'm confused about what's allowed and what's not. I get the part about no dropping bridges until T3, and having to have leg movement troops do the dropping of the bridge, unless they are engineers, and all that but why not allow the defender to reclaim the bridge after the attacker grabs it? The attacker might be forced out of the hex during the defenders turn. So what?




Lobster -> RE: FITE 2 (6/13/2019 11:53:17 AM)


quote:

ORIGINAL: larryfulkerson

quote:

2. The Soviet player is not allowed to blown bridges until Turn 3. Again: to simulate the initial shock.
3. Major bridges (the ones on the major roads) can only be blown up by a dug in unit (with exception of tank and motorized recon units) or by any form of engineers.
4. Blowing major bridges is only allowed when in contact with the enemy. Rule of the thumb: enemy visible one hex away from the bridge means "in contact".
5. The defending player (e.g. in 41-42 by definition Soviet) should not attack the hexes taken by the attacker in attacker's phase.
This is quite a hard rule but it prevents the situation where only 6SP out of 90SP attacking stack takes control over the hex thus unrealisticly exposing itself to full blow of the opponent in next turn.
This one relates to the hexes. Normally in hex games the attacker is allowed to move any attacking unit to the hex. Hence the above rule makes sense (and a lot of difference) in this scenario

The part about blowing bridges gets murky in the middle. I'm confused about what's allowed and what's not. I get the part about no dropping bridges until T3, and having to have leg movement troops do the dropping of the bridge, unless they are engineers, and all that but why not allow the defender to reclaim the bridge after the attacker grabs it? The attacker might be forced out of the hex during the defenders turn. So what?


And at what point to the Germans blow up bridges in the first turns. Because the bombed the hell out of them.




larryfulkerson -> RE: FITE 2 (6/13/2019 12:02:16 PM)

quote:

And at what point to the Germans blow up bridges in the first turns. Because they bombed the hell out of them.

Yeah, that's another thing that gives me heartburn...no bombing of bridges and no INT missions. Those rules ruin the game for me. Too unrealistic. For the Axis not to use it's planes to do those missions is like tying one hand behind your back and trying to fight that way. I'd rather not play the Axis side if I can't do that. If those rules are needed for balance then balance your scenario some other way. A special rule about the Soviet side skipping T1 is a better way to balance a scenario but it sounds rather harsh on the Soviets. Why not deploy them in garrison mode so that the Soviet player doesn't have to give it a single thought.




Lobster -> RE: FITE 2 (6/13/2019 12:45:24 PM)

quote:

ORIGINAL: larryfulkerson

quote:

And at what point to the Germans blow up bridges in the first turns. Because they bombed the hell out of them.

Yeah, that's another thing that gives me heartburn...no bombing of bridges and no INT missions. Those rules ruin the game for me. Too unrealistic. For the Axis not to use it's planes to do those missions is like tying one hand behind your back and trying to fight that way. I'd rather not play the Axis side if I can't do that. If those rules are needed for balance then balance your scenario some other way. A special rule about the Soviet side skipping T1 is a better way to balance a scenario but it sounds rather harsh on the Soviets. Why not deploy them in garrison mode so that the Soviet player doesn't have to give it a single thought.


They had to do something with interdiction. It is badly broken. At the end of a player turn any interdiction missions remaining were supposed to be allowed 'opportunity' bombardment attacks.(it is an undocumented feature) At the end of the player turn. Instead, these opportunity attacks came at the end of EVERY round of combat. There could be scores of free air bombardments. You can't fix that with balancing.




docgaun -> RE: FITE 2 (6/13/2019 2:31:11 PM)

Hello

Your suggestions are noted. However, we try to keep the house rules to a minimum.

I am pretty sure that Kristian would kill anybody as German with those house rules you present. Partisans are a German option. So, they usually stay in game.

To answer your requests.
1. Itís based-on calculation of historical available air transport at the time. Just after Crete, the Germans were low on Ju-52. So, itís completely historical. Split your Brandenburgerís, to maximize the effects.

2. All options are described in the short briefing, and its effects can be seen on the spreadsheet, in details.

I think we all agree that the Germans have to be buffed slightly, but without house rules if possible. We have just seen the effects of the latest changes, the Pz,Mech,mot halved conversion cost, the 3 offensive chits.
From what we have seen it seems more balanced, but there is no way you can simulate every historical feat. Some are simply down to personal courage and initiative, like the Brandenburgers disguised as wounded Soviet soldiers taking bridges. Or indeed that the Germans took Crete, at all.

So, after seeing games of Fite2, and playing with Kristian, I still hold that opinion that planning and attacking skillfully as Axis, does make it real hard as Soviets. Kristian almost destroyed me, and I am very good at playing the soviets. It was down to blind luck (2 turns ending with failed proficiency at 1 or 2 rounds).
Having said that, there will in the next version be some nerfing to the soviet side, and perhaps some buffs for the Axis, still to be decided. However, itís very close to balanced when it comes to Kristian and me.




larryfulkerson -> RE: FITE 2 (6/13/2019 4:24:40 PM)

quote:

ORIGINAL: docgaun
Your suggestions are noted. However, we try to keep the house rules to a minimum.

I am pretty sure that Kristian would kill anybody as German with those house rules you present. Partisans are a German option. So, they usually stay in game.

To answer your requests.
1. Itís based-on calculation of historical available air transport at the time. Just after Crete, the Germans were low on Ju-52. So, itís completely historical. Split your Brandenburgerís, to maximize the effects.

2. All options are described in the short briefing, and its effects can be seen on the spreadsheet, in details.

I think we all agree that the Germans have to be buffed slightly, but without house rules if possible. We have just seen the effects of the latest changes, the Pz,Mech,mot halved conversion cost, the 3 offensive chits.

From what we have seen it seems more balanced, but there is no way you can simulate every historical feat. Some are simply down to personal courage and initiative, like the Brandenburgers disguised as wounded Soviet soldiers taking bridges. Or indeed that the Germans took Crete, at all.

So, after seeing games of Fite2, and playing with Kristian, I still hold that opinion that planning and attacking skillfully as Axis, does make it real hard as Soviets. Kristian almost destroyed me, and I am very good at playing the Soviets. It was down to blind luck (2 turns ending with failed proficiency at 1 or 2 rounds).

Having said that, there will in the next version be some nerfing to the Soviet side, and perhaps some buffs for the Axis, still to be decided. However, itís very close to balanced when it comes to Kristian and me.


If I understand you correctly you guys "calculated" what the air cap. for the Axis side should be. If, in the real thing, all 5 regiments of the paratroopers flew simultaneously, then it must be made possible in the scenario. IIRC, in the original FITE all five flew at the same time.

I would be curious to know if the new version was going to allow dropping bridges and INT missions for Axis bombers. It would make a more realistic game possible. A real shame to leave them out, IMHO.




gliz2 -> RE: FITE 2 (6/13/2019 4:35:46 PM)

Well I will stick to the proposed rules for T1-T2. If you give Soviets absolute freedom in operations that is completely non-historical.
If you are for the historical accuracy then the Soviets should not be allowed to withdraw and obliged to advance and attack every German unit in its ZoC at least till very late in 1941.

This is a board game, no offence to the creators but not the best one, and currently FITE2 is a quasi-simulation due to the time-span and scenario editors views. Therefore I'd think one should try to follow the historical approach to the extend possible.

And being able to master a scenario & engine doesn't mean a thing other then knowledge and skill of the player are on upper end. I was able to beat the hell out of the French in Waterloo cause I knew all the opening moves by heart. It didn't make the game more or less historical. Just the knowledge of the engine and the scenario was on my side.

The Germans were capable of transporting over 3.000 thousand paras at one time in June 1941 (they had 355 Ju 52/3m out of total 567 transport planes available on 21 June 1941) therefore the capacity limit doesn't add up.
Also the OKHW had almost 1.000 AFV in reserve which were not used for Barbarossa (only about 200 were send to the Eastern Front as replacements).

So when we talk about "historical" is not actually written in stone. On small scale like Normandy 1944 campaign it is easy to make decisions to stick to the historical events. But in FITE2 I do not see it. I mean you should only provide framework like Hitler declaring war on USA or Land-Lease but it would be nice to have more history-related options. For example the extreme winter equipment could have been available to Germans (the Winter of 1940/41 was also very extreme but for some reason the OKH ignored this) or the priority in AFVs replacement could have been to the Easter Front rather than to Africa Korps.




larryfulkerson -> RE: FITE 2 (6/13/2019 4:38:30 PM)

quote:

Well, I will disagree with the T1.

+1




Lobster -> RE: FITE 2 (6/13/2019 5:44:31 PM)

The Germans only ever used the Brandenburgers in company sized formations and even that was rare. Typically platoon and lower. Also, players use them in game as assault troops or to hold road junctions or bridges. They were not equipped to hold anything. They could seize an objective but had only light weapons so had to be quickly relieved in game terms. Indeed they should be represented more as partisans than regular infantry. Showing them as infantry is a complete misrepresentation of their abilities. They all returned to Germany by autumn 41 except for 6th and 9th companies. Some returned to the East Front in 42 but they also operated in North Africa.

Also, to paint the entire Soviet side with one brush is highly ahistorical. It wasn't like that at all.




gliz2 -> RE: FITE 2 (6/13/2019 9:35:09 PM)

Well not entirely true Lobster. But I agree that in the scenario they are misrepresented.

The real issue is that the player is limited by historical accuracy where the system completely disregards political influences and logistic and operational limitations. Player is not restrained by any'higher authority' thus he can move units freely. Whereas in reality even the Fieldmarschalls were responsible to High Command and had to follow they orders.

Just something I noticed of late which makes little sense to me. The moment I move any unit it fighting strenght deteriorate. While I do understand that fatigue and supplies are of impact a stationary (resting or refitting) tank company is less effective that one in combat movement. Thus when in combat formation the unit should have more strenght than when stationary or simply in transit.
I assume this is related purely to the game engine isn't it?




Lobster -> RE: FITE 2 (7/7/2019 1:29:32 PM)

What is meant by this:

Germany
Turn 3-24
Operation: 3x Offensive chit
Axis ground shock 140 for 1 turn
Description: For more dynamic offensive, 3 x chits are added to boost the Axis 1941 offensive.




Lobster -> RE: FITE 2 (7/7/2019 1:42:49 PM)

I see no red stars:
In the game this means that if the Russians tries to conquer Finland before turn 214 by taking a hex with a red star

Ah now I see. They are present in 1.6 but not 1.4




Lobster -> RE: FITE 2 (7/25/2019 11:17:39 AM)

Getting a game started with this as the Germans. However, I see a problem. The partisan theater option will give the Soviets their partisans, yes? However, it does not give the Germans their Landesschutzen or Wach units that were used to battle the partisans. Granted there are a few scattered about the Sich divisions but no where near what the Germans actually had (~78 battalions) not counting any that arrived after 22 June 1941. So it is to the German player's disadvantage if partisans are enabled. The German player should always disable partisans. At least in my opinion.




BigDuke66 -> RE: FITE 2 (7/27/2019 8:31:15 PM)

Just wondering if other stuff needs to be updated, the FITE2 graphics folder is pretty full including FITE2.col, FITE2.eqp, FITE2.nqp and FITE2.sce all from 2017, does none of them need an update to 1.6?




Lobster -> RE: FITE 2 (7/28/2019 1:34:30 AM)

Another thing that has been omitted. When do the Axis minors and Finland activate? I know Operation Silver Fox in the north started about 29 June so the Finns that took part in that with the Germans should release then. But the south part of the Finnish theater didn't start until 10 July. I think the other minor Axis July 7? Was wrong. 2 July is when the attack out of Romania came.




fogger -> RE: FITE 2 (7/28/2019 2:36:25 AM)

I found another 2 small errors last week and when I advised Soren and Kristian of the errors they advised that "there is a big update in process"




larryfulkerson -> RE: FITE 2 (7/28/2019 3:51:05 AM)


quote:

ORIGINAL: BigDuke66

Just wondering if other stuff needs to be updated, the FITE2 graphics folder is pretty full including FITE2.col, FITE2.eqp, FITE2.nqp and FITE2.sce all from 2017, does none of them need an update to 1.6?

It's my understanding that the brand new FITE2 doesn't have any graphics alterating files associated with it.
There IS however documentation that comes with it.




gliz2 -> RE: FITE 2 (7/28/2019 5:01:21 PM)

That's a very good point Lobster. I think it would be better if that was simulated (some randomly destroyed railway tracks) and some inaccessible hexes for Axis forces (especially in Prypat marshes).

Is there any limitation on making releasing auxiliary units randomly? Like sometime between X and Y? That would make FITE2 far more interesting.

I would strongly recommend adding the following:
-version with start date of 1 July 1941 to avoid the issues relating to the initial week of German advance. So far the only solution I have found out is to skip first 2 turns for Soviet players (it works like a charm creating chaos and allowing ze Germans to wreck a havoc).
-option for Germans to use Paras and release the tank reserve (over 800 Pz.IIIs and Pz.IVs).
-releasing of Far East Soviet reserve happening randomly between 3-31/Dec'41 to simulate possible dates of Japan attack on Pearl Harbor




Lobster -> RE: FITE 2 (7/28/2019 9:16:16 PM)

I notice Blau starts on turn 106. But it should start as early as turn 101. That's when Wilhelm (Blau precursor) was set to kick off. It only was delayed to 10 June because of rain. Then comes Fredericus II, the second Blau precursor. You might as well wrap up Sevastopol and Blau into one package. Since Wilhelm and Fredericus offensives are both part of Blau.




docgaun -> RE: FITE 2 (7/29/2019 4:49:47 AM)


quote:

ORIGINAL: Lobster

The bridges at Riga nearest the sea are broken. Even though they get blown up units can cross them at one MP at 184, 266. Makes it kind of pointless blowing the bridges. There have been a couple of other places like this but I didn't make note of the locations. Kind of wonder about the design decision to make major rivers into minor rivers at bridges. That one has me scratching my head.

I am pretty sure its because the bridge is build on the narrow spot of the river.
Regards
SÝren




docgaun -> RE: FITE 2 (7/29/2019 5:41:19 AM)

Hello
Larry:
On paradrops. According to my books the Brandenburgerís didnít fly at the same time. Only detachments of each regiments, leaving equipment behind. The calculations are correct.

About interdiction. Itís a game killer simple as that. Try it yourself, its simply too overpowered. I have asked for an adjustment, or the possibility to scaler it. Ralph and Bob havenít responded. I would love to have interdiction in the game.

If you read the short manual you will get the answer to bridge bombing. Supply is calculated at the start of your sides turn. As bridge bombing is and the other players turn, you will always be out of supply, as the bridge is always down 😉. Its optional, Kristian and me have just decided not to play with it cause Kristian is too good in using it.

Gliz2.
The Soviets donít have operational freedom the first 3 turns, as shock is 80, some formations are locked, and you are getting killed resulting in reorg. How bad its going to be is up to the Axis.

I am sorry you donít like the scenario, we truly believe we are following the historical path, when not confronted with anything game technical like interdiction, and supply calculation. We will have to work around it.

If you have historical documents to back up a beefed up para capability for the Axis by all means lets have a look, you can send it to me at sg@medflex.dk

In your post 28/7 you write some good options; however, they are somewhat unhistorical. We would prefer to make it better from the start. Not sure if you have studied Kristianís first 2 moves. None of the starting soviet border forces survive. He is much more efficient than historically.

Lobster.
The activation of minors is explained in the short briefing.
Not all soviet partisans are in the game, so not all sec units are. Not all NKVD are in the game, either. Itís always a balance and we are trying not to make it a partisan game within a war game. But still having some effect.

Blaus was delayed and then moved up at bit. It is as it was historically.

Bigduke66
Nope all the old files should be good still.

sorry I havenít seen the new post, been working ;) To answer the old questions:
Hope I get them all, else rewrite them and ill promise to be more online 😉

As to why the Tank divisions doesnít get tanks as historical. They were disbanded and the logistic system broke down. Individual units got some, but most did not. If you have specific correct historical data ill implement them, just write me.

The starting point in Norway we will try to change. However, the way its build means that formations must be moved around and that screws up all events on the Axis side. And that Is a huge job to do once again. But we will have to anyway at some point so we will do it then. (Canít say when but probably when adding more axis formations)

Ill check the recon lobster. Sorry for the confusion.

The Trappenjagd and StÝrfang is there to represent German planning and minor operations. Its also there to soften up the Soviet defense, and if itís a sane soviet player, dug in in depth.

The new version will see a nerfed Soviet side, still trying to balance it, but is quite close now.

By all means keep the questions coming. Improvement is a team effort ;)
Thanks
Have a nice day
Regards
The Doc (aka SÝren)




cathar1244 -> RE: FITE 2 (7/29/2019 8:06:06 AM)

docgaun, I don't have a stake in how FITE2 is designed, but I have to state the way you wrote your reply and addressed concerns was top-level professional. Well done!

Cheers




Lobster -> RE: FITE 2 (7/29/2019 3:42:56 PM)

You do realize the Sich divisions played an important role other than anti partisan operations. Even some of the Wach battalions were used defensively in the Soviet winter offensive and performed at least as well as 2nd line Heer divisions even with their weaker TOE. IMO completely removing the Sich divisions is not appropriate and puts the Axis player at a disadvantage. At least 1/3 of the elements of every Sich division were regular German troops. It's your scenario but if your goal is to make the scenario work better for the Axis side removing the Sich divisions is not the way to go. [;)]




Page: <<   < prev  1 [2] 3 4 5   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
4.882813E-02