AoD ver 1.02
Germany Normal/Aggressive
I began an AAR using Fernando Torres' excellent WiF mod, but I was unable to successfully mesh all the different modifications I wanted to use, so I've decided to begin the AAR again using AoD. Surprisingly, nobody has yet posted an AAR following their campaign through the Soviet Union, so I'm going to make my own attempt.
I will be editing in forum members as military commanders, so anyone who so desires can create a leader using the following guidelines.
-Leader name can be anything as long as it is civil.
-Users can submit a picture (please resize it as I will have enough editing to
do without resizing photos) or can use an existing one from the leader files. Just submit the ID number or the name.
-Allocate 20 points in the following manner:
-upping current skill costs 3 points, with skill 3 being default.
-upping maximum skill costs 1 point, with skill 6 being default.
-upping current rank costs 3 points, with rank 3 (Mj. General) being default.
-upping maximum rank costs 2 points, with rank 3 being default.
-terrain traits (urban warfare specialist, hills fighter, etc) cost 2 points each. (Max 1 per leader)
-combat event traits (encircler, assaulter) cost 1 point each. (Max 1 per leader)
-all other traits (including winter specialist and night flyer) cost 5 points.
EX. Major General Kestrel (0 points), max rank general (4 points), skill 5 (6 points), max skill 8 (2 points), with offensive doctrine, panzer leader (10 points), and encircler (1 point).
Note that this means that certain pre-existing leaders will be better than any user made ones (Guderian, Schorner, Manstein, Rommel). Remember too that we need generals other than panzer commanders. And we have planes and ships too, so dont forget air generals and admirals!
I will also be doing some other role-playing modifications (mostly to keep things interesting, but also to reflect some features I wish were included, and also to adhere to reality), and limiting myself in several ways.
-researching and building some of just about everything, rather than just spamming IC, armor, inf, and TAC.
-limiting upgrades to industrial centers (meaning units in combat in the wastes of Mongolia won't be able to receive their new Panther tanks)
-simulating a slow trickle of trained replacements by limiting the amount of IC devoted to reinforcements. I can foresee some units being withdrawn from combat in order not to be totally wiped out.
-possibly modifying some units to regimental size, to better simulate Fallschirm/Gebirgsjager formations, and armored kampfgruppen as well as some early Heer formations like the Infantry Regiment Grossdeutschland and the first Waffen-SS troops.
-no use of gamey tactics, although this mod/expansion/standalone game has addressed many of the exploits found in vanilla.
All those who created leaders for the previous AAR have already been transferred over. Just waiting for those new volunteers for the Wehrmacht!
Germany Normal/Aggressive
I began an AAR using Fernando Torres' excellent WiF mod, but I was unable to successfully mesh all the different modifications I wanted to use, so I've decided to begin the AAR again using AoD. Surprisingly, nobody has yet posted an AAR following their campaign through the Soviet Union, so I'm going to make my own attempt.
I will be editing in forum members as military commanders, so anyone who so desires can create a leader using the following guidelines.
-Leader name can be anything as long as it is civil.
-Users can submit a picture (please resize it as I will have enough editing to
do without resizing photos) or can use an existing one from the leader files. Just submit the ID number or the name.
-Allocate 20 points in the following manner:
-upping current skill costs 3 points, with skill 3 being default.
-upping maximum skill costs 1 point, with skill 6 being default.
-upping current rank costs 3 points, with rank 3 (Mj. General) being default.
-upping maximum rank costs 2 points, with rank 3 being default.
-terrain traits (urban warfare specialist, hills fighter, etc) cost 2 points each. (Max 1 per leader)
-combat event traits (encircler, assaulter) cost 1 point each. (Max 1 per leader)
-all other traits (including winter specialist and night flyer) cost 5 points.
EX. Major General Kestrel (0 points), max rank general (4 points), skill 5 (6 points), max skill 8 (2 points), with offensive doctrine, panzer leader (10 points), and encircler (1 point).
Note that this means that certain pre-existing leaders will be better than any user made ones (Guderian, Schorner, Manstein, Rommel). Remember too that we need generals other than panzer commanders. And we have planes and ships too, so dont forget air generals and admirals!
I will also be doing some other role-playing modifications (mostly to keep things interesting, but also to reflect some features I wish were included, and also to adhere to reality), and limiting myself in several ways.
-researching and building some of just about everything, rather than just spamming IC, armor, inf, and TAC.
-limiting upgrades to industrial centers (meaning units in combat in the wastes of Mongolia won't be able to receive their new Panther tanks)
-simulating a slow trickle of trained replacements by limiting the amount of IC devoted to reinforcements. I can foresee some units being withdrawn from combat in order not to be totally wiped out.
-possibly modifying some units to regimental size, to better simulate Fallschirm/Gebirgsjager formations, and armored kampfgruppen as well as some early Heer formations like the Infantry Regiment Grossdeutschland and the first Waffen-SS troops.
-no use of gamey tactics, although this mod/expansion/standalone game has addressed many of the exploits found in vanilla.
All those who created leaders for the previous AAR have already been transferred over. Just waiting for those new volunteers for the Wehrmacht!