From: Tucson, AZ
With version 5.8 I wondered what giving the Soviets the strategic bias of "Berserk" would do to the game so I did a mod on one of my previous mods and added an event to set the Soviet Strategic Bias to "Berserk" on turn 1. If you start a game you should start the game with the Soviets being played by the computer so that all the turn 1 events will fire properly.
Now I've noticed that all the HQ units have a range of 1 but there's no organic arty so there's no justification for the range of 1. So I added some 150mm howitzers to the HQ units of both sides. And I'm calling the new mod v.5.9.
I'm still on turn 1 of my playtest of this scenario so I have no idea how it will effect the game but you guys are welcome to playtest it too. It's a small scenario, few units, 40 turns, minimal map scrolling. This is the scenario I go to when I have 15 minutes to waste before I receive some moves from an opponent. It's a beer and pretzel kind of game.
EDIT: I've discovered ( through my playtesting ) that the Rumanians are active too soon so I need to fix it some more. Or maybe you like it that the Axis minors are active from the start.....
Disreguard this version.
< Message edited by larryfulkerson -- 6/16/2019 1:01:12 AM >
Officer: “Soldier, do you have change for a dollar?”
Soldier: “Sure, buddy.”
Officer: “That’s no way to address an officer! Now, let’s try it again!”
Officer: “Soldier. Do you have change for a dollar?”
Soldier: “No, SIR!”