Germany at War - Soviet Dawn

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.

Moderator: Ronald Wendt

User avatar
terminator
Posts: 1142
Joined: Thu Dec 10, 2009 11:47 am
Location: France

RE: Germany at War - Soviet Dawn

Post by terminator »

I’m not sure I fully understood how the new winter/movement rules works.
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by 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.



Image
Attachments
MPsx10.jpg
MPsx10.jpg (69.68 KiB) Viewed 691 times
User avatar
terminator
Posts: 1142
Joined: Thu Dec 10, 2009 11:47 am
Location: France

RE: Germany at War - Soviet Dawn

Post by terminator »

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 ?
Image
Attachments
6F8CCFBAAF..F60C73EB.jpg
6F8CCFBAAF..F60C73EB.jpg (486.88 KiB) Viewed 690 times
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

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.
AngrySwan
Posts: 435
Joined: Thu Oct 03, 2013 4:21 pm

RE: Germany at War - Soviet Dawn

Post by AngrySwan »

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...
The art of war is simple and esay to understand but fighting a war is hard.
User avatar
terminator
Posts: 1142
Joined: Thu Dec 10, 2009 11:47 am
Location: France

RE: Germany at War - Soviet Dawn

Post by terminator »

What does the "Leningrad 1944" scenario look like ?
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Hi terminator,
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.
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Hi folks,

in this post there is an image of the current state of the Leningrad-Novgorod map. The plan is, that the player places his units as the 2nd Shock army that attacked from Oranienbaum, while using the forces of other armies (42nd, 67th, 8th and 59th) to force Army Group North into a retreat.

Sadly the map seems not to load during the campaign, which is most likely a memory problem as the map is huge and contains many units.

Maybe i have to cut off the area around lake Illmen or even more to make it work, maybe we can find another solution.

Its a current stepping stone, but certainly not unsolvable.

Image
Attachments
Leningrad..orodWIP.jpg
Leningrad..orodWIP.jpg (777.47 KiB) Viewed 692 times
AngrySwan
Posts: 435
Joined: Thu Oct 03, 2013 4:21 pm

RE: Germany at War - Soviet Dawn

Post by AngrySwan »

Hi Ronald,

If the map is too big it can be cut into pieces and you can have a smaller battle or two small battles instead of a big one.

Besides too big maps and too many units (50 seem to be the limit) there is also a limit of resources. Once I made a Lwow scenario with doubled resources and it crashed the game.

The art of war is simple and esay to understand but fighting a war is hard.
User avatar
terminator
Posts: 1142
Joined: Thu Dec 10, 2009 11:47 am
Location: France

RE: Germany at War - Soviet Dawn

Post by terminator »

The Leningrad-Novgorod map :

The top part with Leningrad seems the most interesting :
Image

PS : new ACRE WINTER decoration

Attachments
A69733E452..1A01796A.jpg
A69733E452..1A01796A.jpg (728.14 KiB) Viewed 690 times
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Hi terminator,

yep, someone wanted that acre back so i put it in. [;)]

Dividing the map in half and renaming it Leningrad 1944 seems a good idea. But maybe we can even enable bigger maps somehow, which can only be determined by the programmer who is currently not available.
Maybe we do both, the smaller map for Leningrad and bigger ones possible in general.
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Hi folks,

now the map is roughly half in height and it basically runs. Sadly aircraft lead to a crash, maybe its because there are currently 170 units on the map and you can deploy up to 50 additional. My first test run yesterday showed some imbalance and the need to add deploy hexes and some experience to the Soviets. Ended up fighting in the streets of Leningrad at some point [:)]

Image
Attachments
LeningradNewVersion.jpg
LeningradNewVersion.jpg (668.97 KiB) Viewed 693 times
User avatar
terminator
Posts: 1142
Joined: Thu Dec 10, 2009 11:47 am
Location: France

RE: Germany at War - Soviet Dawn

Post by terminator »

ORIGINAL: Ronald Wendt

Hi folks,

in this post there is an image of the current state of the Leningrad-Novgorod map. The plan is, that the player places his units as the 2nd Shock army that attacked from Oranienbaum, while using the forces of other armies (42nd, 67th, 8th and 59th) to force Army Group North into a retreat.

Sadly the map seems not to load during the campaign, which is most likely a memory problem as the map is huge and contains many units.

Maybe i have to cut off the area around lake Illmen or even more to make it work, maybe we can find another solution.

Its a current stepping stone, but certainly not unsolvable.
Same problem with Scenario Petsamo-Kirkenes ?

Return to Windows desktop during loading in 1.09 preview :
Image
Attachments
Capturedcran8.jpg
Capturedcran8.jpg (276.47 KiB) Viewed 693 times
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Hi terminator,

it would seem those are caused by the same lack of memory (thats my current guess).

So i refrained myself from using air power (which uses up more memory the more hexes are there and this map is big) and could balance it. In the release you will be able to use aircraft of course.

Next map will be further south, around Orsha-Mogliev-Gomel.


Image
Attachments
Leningrad1..Deployed.jpg
Leningrad1..Deployed.jpg (637.03 KiB) Viewed 693 times
AngrySwan
Posts: 435
Joined: Thu Oct 03, 2013 4:21 pm

RE: Germany at War - Soviet Dawn

Post by AngrySwan »

Hi Ronald,

It could be either too many units or too much resources (once I doubled the resources for a scenario and it crashed the game).

Murmansk could work with less units. In the tests of Murmansk 1941 the German mountain divisions (in a battalion scale scenario moved from Kirkenes to Petsamo.

Also, since you do not need all those units at once, the scenario could be split into parts - retaking the Soviet territory in part 1 and then going into Finland and Norway in part 2. In this case the scenario becomes a mini campaign. The same is also possible for Murmansk 1941 - moving from Kirkenes to Petsamo; crossing the border (Rybachiy should not be too easy to take unless you use the Stukas from Rovaniemi) and then, in September, the final battle on Litsa as in Panzer General II scenarios.

Murmansk 1944 is an excellent scenario, if some improvements were made - either increasing memory or splitting the scenario into parts, whatever is easier and takes less work. The Germans have a saying ''A master only shows himself working within limits.''

By the way, my computer seems to be a hardcore anti-communist [:D] and refuses to launch the scenario playing as the USSR (immediate crash to desktop) but I can launch it playing as Germany.
The art of war is simple and esay to understand but fighting a war is hard.
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Hi AngrySwan,

the 1.09 version crashes currently on the Petsamo map no matter which side i choose. We had that covered in the past so maybe if that is fixed the Leningrad problem will be solved, too.
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Operation Bagration is on the way. The advance through the Pripyat is slow, but the troops are as well experienced as determined on their way to Bobruisk.

Image
Attachments
AdvanceThr..hPripyat.jpg
AdvanceThr..hPripyat.jpg (676.21 KiB) Viewed 693 times
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Hi folks,

there is good news and there is bad news.

Many units and/or big maps is too much to handle in 32-bit as it is.

The bad news is, that from version 1.09 you will need a 64-bit Windows system to play Germany at War.

The good news is, that all memory issues have been resolved for big maps by that move. So in my current version even the dumped big Leningrad-Novgorod map works fine with air power etc.

I might make yet a single map out of it.

User avatar
zakblood
Posts: 22746
Joined: Thu Oct 04, 2012 11:19 am

RE: Germany at War - Soviet Dawn

Post by zakblood »

64-bit Windows system make sense to me, thanks,

[&o][&o][&o]
Windows 11 Pro 64-bit (10.0, Build 26100) (26100.ge_release.240331-1435) 24H2
User avatar
Ronald Wendt
Posts: 1880
Joined: Mon Jun 08, 2009 6:09 am
Contact:

RE: Germany at War - Soviet Dawn

Post by Ronald Wendt »

Hi zakblood,

well i guess time marches on and we are in the 64-bit area now. But most importantly its improving what can be done in Germany at War.
Post Reply

Return to “Germany at War: Barbarossa 1941”