Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

653Nv1.7 Allied AAR

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> 653Nv1.7 Allied AAR Page: [1] 2 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
653Nv1.7 Allied AAR - 6/6/2018 11:18:30 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
SC3 v1.13
This is here instead of the AAR Forum because this mod is very different from the stock game. Hopefully this way any confusion or possible misrepresentation can be avoided. The first seven posts from the previous AAR apply here so no need to duplicate them, they can be seen at:

http://www.matrixgames.com/forums/tm.asp?m=4479984

This time though, I am playing the Allies against the Opponent [Programmed] which I will refer to as Opie. The purpose is to see how the many changes work out, and if the script changes work, and work well, plus to gain any possible input from the community. Thanks!
Post #: 1
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:20:58 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
While the Poles are being defeated, we'll have a review of the Allied Forces, starting with France. Here is the initial setup, its all
historic. The 8e Army is guarding against a possible German attack thru Swiss territory. The 5e Army is a reserve to the mostly fortress units occupying the Maginot Line. This was one of the many flaws with the French - they had forty good divisions plus a lot of tanks guarding against a possible German attack on the Maginot Line, as the French were worried about the morale effect any German success there would have.
North of the Maginot were the two worse French Armies, the 2e and 9e, guarding against a possible German attack thru the Ardennes region. A liitle further north from there is one of the best French Armies, the 1e, ready to counter a German move into Belgium.
Not on map at this point is the best of the French Armies, the 7e. It contained most of the larger mobile formations. Initially it was France's strategic reserve and was located in the Chalons area. In March 1940 it was moved north to the coast area along the border with Belgium in order to move to Holland to support a German attack in that direction. This was a political move to help offset the negative world opinion of France after it did nothing to help its' ally Poland. We will see the 7e Army later.
The French Air Force is small at first, having only the two units seen here. They have two fighters and two tac's available for build, along with one Strat. This is because the French kept most of their planes in reserve at airfields far to the west, because they expected a long drawn out war of attrition [WWI style] and didn't want to expend their planes too early.





Attachment (1)

(in reply to sPzAbt653)
Post #: 2
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:22:11 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Russia starts out with its historical number of corps at the start of the war, all organized into partially mobilized and therefore weak corps. The Soviet Air Force is hardly represented due to various reasons, the main one being that the units are expensive to build and replace, and this is too much for the player and Opie to handle early on. I have considered lowering the cost of Soviet Air units, but have yet to pull the trigger on that idea.
Suggestions on how the Allied player might run the Soviet war effort will be covered later.




Attachment (1)

(in reply to sPzAbt653)
Post #: 3
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:23:05 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
The UK is in a tough spot, having to defend itself and the Middle East, while contributing to France's defense and preserving its small Army. It also has to fight off German sub attacks on its convoy lines. As the naval units have been reduced in 653N, the UK is defended by several Coast Artillery units.




Attachment (1)

(in reply to sPzAbt653)
Post #: 4
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:24:01 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Here is the first MPP Report [I wish we could pull these up any time during a turn, maybe an 'M' hotkey]. I am trying to add individual imports to the UK, but finding them is proving difficult. I've read many internet sites that don't specify what was imported and from where. I bought a book on the Economics of WWII and not only does it not mention specific imports/exports, it might as well be mostly written in Chinese as I am uneducated in this field. I plan to add a few more to the UK as I find details.
And yes, Canada is a Major in 653N.




Attachment (1)

(in reply to sPzAbt653)
Post #: 5
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:25:01 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Poland surrendered after two turns. Kind of embarrassing as usually the human player has difficulty getting Poland out in only two turns. Maybe I was good, but got a few bad dice rolls ?
I did notice that after this screen shot the Soviet Brest-Litovsk Garrison surrendered, which others have identified as a bug with v1.13, and that Hubert has confirmed that he is looking into a remedy. [Przemsyl Garrison stayed in this game].




Attachment (1)

(in reply to sPzAbt653)
Post #: 6
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:25:49 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
A sub is moved to interdict the ore shipments to Germany from Narvik. In 653N, most convoy lines have been replaced with crosshatched hexes, blue for the Axis, red for the Allies.




Attachment (1)

(in reply to sPzAbt653)
Post #: 7
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:26:45 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
The USA cannot start building units until Sep. 1940, so investment in Research will begin, starting with Logistics. There are no AVL's in 653N, and the Allies start with little AV or Transport capability, so investment in Logistics is very important to the US and UK.




Attachment (1)

(in reply to sPzAbt653)
Post #: 8
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:27:37 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Here is the DE concerning the French 7e Army mentioned in Post #2. While saying YES to this seems like a nice idea, it takes time and MPP's to get the new Mech Corps to a position where they are effective. It could save France, but it could contribute to the downfall. When I say NO to this, it is because I am focusing on building a French HQ and taking this option would ruin that path [the French start with no HQ's]. Saying NO also gives me the 7e Army, which I will certainly move away from the north to where it is needed further south. In this case, I will say NO.




Attachment (1)

(in reply to sPzAbt653)
Post #: 9
RE: 653Nv1.7 Allied AAR - 6/6/2018 11:28:28 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
If I were saying YES to the previous Decision and creating the French Mech Corps, I would say NO to this as this extra unit in France would be a real help. But as I am saying NO to the Mech Corps, this unit won't prove much help in defending France. It will be put to better use defending the UK, so I will say YES to this.




Attachment (1)

(in reply to sPzAbt653)
Post #: 10
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:28:11 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
U-Boats begin to have an effect on Convoy deliveries.




Attachment (1)

(in reply to sPzAbt653)
Post #: 11
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:29:02 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
The German Navy has shown up to run me off of raiding their convoys from Norway. We will play this game for a while, he will attack my sub and force it to move away, I will move it back. Every now and then the sub will get down to 5 strength and I will move it back to port to build it back to 10.




Attachment (1)

(in reply to sPzAbt653)
Post #: 12
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:30:05 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Well here is revolting development, Opie has attacked BeNeLux on Dec. 30, 1939. He didn't get very far, but I am not ready at all. I can't build my French HQ, all I can do is bring up most of my Armies to 10 strength and move up the BEF. I've had to move up some of the Belgian units as blocking fodder.
It's an odd coincidence with history, because the Germans attacked just as the French government wanted to replace Gamelin as French Supreme Commander, so they left him in place until it was too late. If I'd have had another two turns I could have built that HQ and it might have arrived in time to help. Maybe not, maybe I should have been building up my units the whole time instead.




Attachment (1)

(in reply to sPzAbt653)
Post #: 13
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:31:22 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Most of the Belgian Army got wiped out, but the Dutch are holding on despite losing The Hague. Two of the French armies are so battered that they can't be in the line and there won't be enough MPP's to reinforce them, so it looks like I'll be lucky to hold the line for one more turn. It's only March 1940 !





Attachment (1)

(in reply to sPzAbt653)
Post #: 14
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:32:33 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
The line is broken, Belgium and The Netherlands surrender, the French and British fall back onto towns, and the BEF HQ loads onto transports and heads to Egypt where it will become the new 8th Army HQ. The Germans invade Norway and Denmark.




Attachment (1)

(in reply to sPzAbt653)
Post #: 15
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:33:41 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
This Decision is a definate NO, as Opie never attacks Malta so there is no reason to give it away unless the player feels that keeping Italy out for a few turns might prove beneficial in some way. Maybe in some Multi-Player game someone would say YES.




Attachment (1)

(in reply to sPzAbt653)
Post #: 16
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:34:18 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Not much I can do as two more French Armies are eliminated.




Attachment (1)

(in reply to sPzAbt653)
Post #: 17
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:35:07 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Two more French Armies are eliminated this turn, and their replacements aren't enough to do much.




Attachment (1)

< Message edited by sPzAbt653 -- 6/7/2018 11:36:21 AM >

(in reply to sPzAbt653)
Post #: 18
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:37:11 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
Oh well, such is life.




Attachment (1)

(in reply to sPzAbt653)
Post #: 19
RE: 653Nv1.7 Allied AAR - 6/7/2018 11:37:55 AM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
The surrender of France sparks a flurry of events and news.




Attachment (1)

(in reply to sPzAbt653)
Post #: 20
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:30:46 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
For 653N the towns in Africa that didn't historically have decent ports have been removed, making supply a bit more difficult. Now the battles are for ports, which I think is historically accurate. For both sides, a minimum of two HQ's are needed in order to operate away from the ports.
With Italy's entry into the war, the arrival in Egypt of the UK 8th Army HQ [joining the Mid-East Command HQ], means operations can begin toward Libya. In addition to all the other changes for 653N, the units that each side gets in N. Africa are a little different.
Historically, Mussolini initially refused Hitlers offer of assistance in this theater, as the Italians felt that this was their area of influence and they didn't want Germany swooping in and reaping benefits. However, once the Commonwealth forces had beaten the Italians in eastern Libya, Mussolini asked for help [for which he received Rommel and DAK]. So in 653N, no German units will arrive unless the UK advances into or beyond Tobruk. Likewise, the UK will receive no units in Egypt unless German units are detected in Libya. This pertains to the Scripted Units only, as either side may always transport their units to Africa from Europe. [There is a full list of units that arrive by script included in the zip file].
As with any Unit Script, this does open the possibility of having more units than intended, as the player can craftily build all units and then trigger the scripted units [which will arrive in excess of the oob]. While this is not the design intention, I think it is ok because generally, players that like an historical OOB would not do such a thing, so I can only see beginners doing it if they feel they need some help. Multi-Player games would be a bit different, but I only cater to MP games when it is convenient and doesn't interfere with solitaire play.
So, back to the game, I generally hold the UK force in Egypt near El Alamein until I can get a second HQ there, then will move up to Tobruk and attempt to capture it. If this works, then the arrival of DAK is triggered, which in turn will trigger the arrival of UK reinforcements.




Attachment (1)

(in reply to sPzAbt653)
Post #: 21
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:31:22 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
MPP Report




Attachment (1)

(in reply to sPzAbt653)
Post #: 22
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:32:13 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
I think I should add in a % chance for Opie to do a SeaLion. Not for any reason other than I know he isn't going to do it, so that gives me an advantage. The only negative effect I can think of is that Opie might get caught in England when the USSR attacks, but I can offset that by reducing the USSR mobilization if there are Axis units in England as a result of such an event.




Attachment (1)

(in reply to sPzAbt653)
Post #: 23
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:32:57 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
The UK 8th Army has moved up to the Libyan border and is ready to attack Tobruk, but I can't get any odds so I will wait until next turn to attack [to gain the combat bonus of being adjacent to the attacked unit at the start of the turn]. The 8th Army contains the Western Desert Force [Army] and XIII Corps.




Attachment (1)

(in reply to sPzAbt653)
Post #: 24
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:33:49 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
I still can't get any odds, and the sub I had blocking the Tobruk Port got heavily damaged and run off by Italian Destroyers. This is like the worse possible attempt at taking a fortress. It's not surrounded, its supply isn't blocked and I've got no air support. I'm going to move a fresh Sub and Tac from England to help out.




Attachment (1)

(in reply to sPzAbt653)
Post #: 25
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:34:28 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
I need to send some bribes to Spanish Generals as Spain is getting scarily close to the Axis.




Attachment (1)

(in reply to sPzAbt653)
Post #: 26
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:35:36 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
The USSR's MPP situation has been so bad I am just now getting my first chance to spend some. I need to buy both of these Sapper Army [Engineer] Units in order to build a line of forts around Leningrad and Moscow, otherwise the Germans will roll right thru those areas. After I get these two units, I need to get Infantry 1 Research for the USSR. Inf Tech is the most important thing for the USSR because most of their defense relies on the Infantry Corps. Most other units for all countries get .5 increases for a tech level, but USSR Infantry gets a 1.0 Defense Increase for each Inf Tech Level. They start behind and need to get to level 3 before they can start holding their own. I have been petrified that since Opie got Poland and France so quickly that he would attack the USSR early, but as we are now into the winter season I guess that threat has thankfully passed.




Attachment (1)

(in reply to sPzAbt653)
Post #: 27
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:36:13 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
There isn't anything I can reasonable do to have helped Yugoslavia. Any MPP's spend on reinforcing them would be quickly lost.




Attachment (1)

(in reply to sPzAbt653)
Post #: 28
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:37:02 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
My Sub has arrived to block the port, and I also brought a Maritime Bomber from England to hopefully keep the Italian Destroyer away. So the attack on Fortress Tobruk begins.




Attachment (1)

(in reply to sPzAbt653)
Post #: 29
RE: 653Nv1.7 Allied AAR - 6/7/2018 3:37:53 PM   
sPzAbt653


Posts: 8854
Joined: 5/3/2007
From: east coast, usa
Status: offline
The Italian Destroyers returned to run me off the port. He gets attacked by my MariBombs and loses 2 so maybe that will chase him away.
Meanwhile the attacks on 10º Army in Tobruk reduce it to 1. Don't you hate it when that happens? grr.




Attachment (1)

(in reply to sPzAbt653)
Post #: 30
Page:   [1] 2 3 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> 653Nv1.7 Allied AAR Page: [1] 2 3 4   next >   >>
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

0.172