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Thread: 3e reich mod bring them on AAR AOD 1.07 trm 107

  1. #1

    3e reich mod bring them on AAR AOD 1.07 trm 107

    My first AAR. I will play with the following settings:

    -Arsenal of Democracy 1.07
    -Third reich mod versie1.07
    - normal/normal
    - Barbarossa "bring them on"

    Some house rules: (you as reader can also make suggestions and if the suggestion is ok with me, i will implement it right away in te game)

    - no militare control
    - no expeditionary forces
    - no puppets (except from events)
    - no more then 100 % infra per province
    - no ground bombing (exception are partisans). All other missions are allowed. Like interdiction on divisions etc.
    - all operations will start on historical date. Maybe after 22 juni 41 (barbarossa) i will maybe let this rule go.

    - not only building infantry, but for example also mountainers, paratroopers.
    - Luftwaffe will be with FTR, INT, CAS, TACT and TRA
    - no disbanding starting units
    - no disbanding buildings in queue (exception is when Austria is building infra when anschluss is happening)
    - finish all fights before save game
    - no switching ministers allowed (only by events and i will always go with yes, so Schacht will resign)
    -only historical axis. ITA, ROE, HUN, BUL, FIN, SLO. So no JAP

    Update will follow soon. This AAR will be strategic story with some pictures to make it easier to read, so no conversations between Hitler and the Generals for example
    Last edited by panzergenerals; 09-05-2011 at 23:28.

  2. #2
    Captain Kirkegaard's Avatar
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    Good luck. Personally I have a hard time winning even without "bring them on" so would like to see how you manage.
    \,,,/ AOD \,,,/

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    First Lieutenant ljigsrb's Avatar
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    personally i dont think u gonna make it.Only possible solution is do Sealion in 1940 thats your only chanse but it will cost u a lot of manpower especially if u gonna use paras . man they cost 22 mp thats a lot. even theoretically there is way u gonna achieve bitter peace by 1944, by that time USA will bomb u to submission. GAME OVER

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    First Lieutenant ljigsrb's Avatar
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    just want to add to my previous post. In real life Germany way able to shake GB by sinking a lot of convoys in this game even if u sink every single convoy GB will still have huge reserves in london and will continue full production or even worse they will effectivelly supply troops. i know it sucks

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    Bring Em On is very tough with TRM 1.07. I was able to achieve bitter peace with the USSR in my playtest (but just barely).
    Then I got slaughtered when I attempted Sealowe in 1944, even though I had built up the Kriegsmarine to 4 CV V, 5 CVL III, 10 BB V, plus all the surface ships that Germany begins with (and has in its starting build queue). Also, I had researched all of the German naval doctrine techs.


    Quote Originally Posted by panzergenerals View Post
    Some house rules:
    Here are my suggestions. If I did not comment on one of your listed rules, that means I use similar rules myself when I play....


    - no militare control
    You might want to military control the Axis minors and use their soldiers as beach garrisons. (Or else accept some expeditionary forces).
    Also, Italy will get crushed in North Africa unless you military control them or send a big Afrika Korp to help them out. Kind of like real life, I suppose....


    - no more then 100 % infra per province
    Why? Germany IC gets nerfed by event and the human player has a -14% resource penalty in the difficulty file. I always build Hannover and Berlin up to 200 infra to max out their rare material production. Also, cities with lots of IC like Stutgart and Cologne get built up to like 120 or 130 infra. The Allies and Comintern get lots of free units and offmap IC and so forth, so there is nothing wrong with Germany building infrastructure, IMHO.


    - no ground bombing (exception are partisans)
    Why? Aircraft are pretty well balanced in the Mod, and things like logistic strike efficiency enhancements are spread out through multiple air doctrine techs. If you are going to build planes, then you should use them as you see fit. I usually do interdiction missions on provinces that I am attacking with my land forces. After I have researched enough air doctrine techs, I also do logistic strikes. (But usually not until 1942 otherwise the logistic strike missions do not have much impact).


    - no disbanding starting units
    I always disband the two starting DD-I and convert them into escorts. I also delete the starting SS-I because it is useless. After Anchluss, I delete the Austrian cavalry division to recoup its 13 MP.


    - no switching ministers allowed (only by events and i will always go with yes, so Schacht will resign
    You should manually appoint Goebels as propaganda minister when he becomes available in January 1940 so you can get the 10% MP bonus. I did not include an event for this so you will have to do it manually.


    Good luck on your game! I look forward to seeing how it goes. I think you will find TRM 1.07 to be more challenging (and fun!) than the previous version where you beat Bring Em On. To be honest, I think the only reason I was able to beat Bring Em On is because I followed the instructions you sent me by PM a few months ago....
    Last edited by Gringoesteban; 09-05-2011 at 14:22.
    For a harder 1936 campaign as Germany try my mod:
    http://forum.paradoxplaza.com/forum/...d.php?t=473808

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    Quote Originally Posted by ljigsrb View Post
    just want to add to my previous post. In real life Germany way able to shake GB by sinking a lot of convoys in this game even if u sink every single convoy GB will still have huge reserves in london and will continue full production or even worse they will effectivelly supply troops. i know it sucks
    Kilolima and I figured out a possible workaround for this that might go into the next version of TRM. Basically, 12 events check a dozen sea areas to see if they have 2 or more German vessels sailing around in them, but not 2 or more Allied vessels. If that is the case, then England loses resources and supplies and gets a tiny dissent hit. Here is a sample:


    #
    ######## BATTLE OF THE ATLANTIC
    #
    # original idea by Kilolima
    #
    # material values computed as follows
    # energy value: (72 convoyed in + 36 traded for and away) (/) 12 areas (x) these events can fire every 15 days (x) 1.25 eighty pct random (=) -169
    # metal value: (141 convoyed in + 17 traded for and away) .... (=) -247
    # rare value: (106 convoyed in + 17 traded for and away) .... (=) -195
    # oil value: (27 convoyed in + 32 traded for and away) .... (=) -92
    # supplies value: 146 usage including allies .... (x) 0.25 because about 1/4 of british war material came from the lend lease program (=) -57
    #
    ################################################## #######################
    # Battle of the Atlantic - Faroes Gap
    ################################################## #######################
    event = {
    id = 79769
    persistent = yes
    country = ENG

    name = "German activity in the Faroes Gap"
    desc = "The Kriegsmarine is hunting our convoys and threatening our supply lines!"
    picture = "Bismark"
    style = 0

    trigger = {
    war = { country = GER country = ENG }
    OR = {
    control = { province = 19 data = ENG } #London
    control = { province = 9 data = ENG } #Glasgow
    }
    OR = {
    garrison = { country = GER province = 2599 type = naval size = 2 area = no } # two or more ships/subs
    garrison = { country = GER province = 2598 type = naval size = 2 area = no }
    garrison = { country = GER province = 2377 type = naval size = 2 area = no }
    }
    NOT = {
    OR = {
    garrison = { country = ENG province = 2599 type = naval size = 2 area = no } # no or few allied patrols
    garrison = { country = ENG province = 2598 type = naval size = 2 area = no }
    garrison = { country = ENG province = 2377 type = naval size = 2 area = no }
    garrison = { country = CAN province = 2599 type = naval size = 2 area = no } # no or few allied patrols
    garrison = { country = CAN province = 2598 type = naval size = 2 area = no }
    garrison = { country = CAN province = 2377 type = naval size = 2 area = no }
    garrison = { country = USA province = 2599 type = naval size = 2 area = no } # no or few allied patrols
    garrison = { country = USA province = 2598 type = naval size = 2 area = no }
    garrison = { country = USA province = 2377 type = naval size = 2 area = no }
    }
    }
    random = 80 # eighty percent chance to fire every 15 days
    }

    date = { day = 2 month = september year = 1939 }
    offset = 15
    deathdate = { day = 30 month = december year = 1999 }

    action_a = {
    name = "Where is the Royal Navy?"
    command = { type = energypool value = -169 }
    command = { type = metalpool value = -247 }
    command = { type = rarematerialspool value = -195 }
    command = { type = oilpool value = -92 }
    command = { type = supplies value = -57 }
    command = { type = dissent value = 0.1 }
    }
    }


    After playtesting, I think I will up the German ship requirement from 2 to 3. That means each German task force would have to be composed of say a BC with 2 DD, or 3 SS, or whatever. To achieve maximum benefit of these events, you would need to have a minimum 36 ships on patrol and located in the appropriate sea zones at all times.
    For a harder 1936 campaign as Germany try my mod:
    http://forum.paradoxplaza.com/forum/...d.php?t=473808

  7. #7
    The building years 36-38

    This post is about the year 36.

    The plan in the begin years is to go to central planning first. Building the luftwaffe, some HQ, Rocket base and transport ships.

    Trade Germany. Focus on import oil and rares.



    Production 36. See HQ and transport planes.



    Rheinland occupation as fast as possible. This because of the free slider towards interventism and money.



    Situation Berlin 36 (see rocket centre)


  8. #8
    The building years 36-38

    This post is about the year 37.

    Start of building the mighty luftwaffe. CAS, INT and TRA.



    Central planning max done at 1 jan 38.



    Wehrmacht 1 jan 38



    Kriegsmarine 1 jan 38. Some transport for invasion Norway and to support operation Barbarossa.



    Luftwaffe 1 jan 38.


  9. #9
    @ Gringoesteban:

    - U remind me that i also have the rule that i turn off expeditionary forces. ( i edit my first post)

    - I stay with the 100 % infra. Because AI wont build it too. ( i like hard game)

    -About no ground bombing i didnt mean that other missions like interdiction are not allowed too. I will use interdiction a lot (edit first post)

    - I agree about Goebbels because its historical that he is a minister. So i will appoint him in 40.

    I hope that it will be hard.

  10. #10
    Quote Originally Posted by ljigsrb View Post
    personally i dont think u gonna make it.Only possible solution is do Sealion in 1940 thats your only chanse but it will cost u a lot of manpower especially if u gonna use paras . man they cost 22 mp thats a lot. even theoretically there is way u gonna achieve bitter peace by 1944, by that time USA will bomb u to submission. GAME OVER
    We will see :-) Those special troops i build for flavor. And about the MP. i play a lot with micromanagement :-) In all my other games with this mod (bring them on) i got bitter peace in 42 most of the time.

    But personally i hope i will get beating.

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    Quote Originally Posted by panzergenerals View Post
    I hope that it will be hard.
    It should be hard, especially with your house rules.

    But remember that it is not just achieve Bitter Peace then game over.... In my opinion, to "win" TRM you have to do a successful Sealowe and then invade India and knock England out of the war.

    One of the things that will make the game harder is if you research and build ships and also research naval doctrines. If you completely ignore the Kriegsmarine then it will probably be possible to achieve bitter peace with the Soviets because then you will have extra tech slots and extra IC that you did not use on your navy. That's why I think you should also have to do a successful sealowe before you can declare victory in this Mod....

    edit - I see that you are building lots of CAS. Do you build TACs also? The CAS have short range so I do not find them very useful in the vast expanses of Russia.
    For a harder 1936 campaign as Germany try my mod:
    http://forum.paradoxplaza.com/forum/...d.php?t=473808

  12. #12
    Quote Originally Posted by Gringoesteban View Post
    It should be hard, especially with your house rules.

    But remember that it is not just achieve Bitter Peace then game over.... In my opinion, to "win" TRM you have to do a successful Sealowe and then invade India and knock England out of the war.

    One of the things that will make the game harder is if you research and build ships and also research naval doctrines. If you completely ignore the Kriegsmarine then it will probably be possible to achieve bitter peace with the Soviets because then you will have extra tech slots and extra IC that you did not use on your navy. That's why I think you should also have to do a successful sealowe before you can declare victory in this Mod....

    edit - I see that you are building lots of CAS. Do you build TACs also? The CAS have short range so I do not find them very useful in the vast expanses of Russia.
    No when BP is achieve its not over. Sealowe i do after BP ( i dont feel right about it to lauch it in 1940)

    Yes i research navy. I only build now some transport ships, but i will build CV when i reach the CV 38 tech But the focus will be the wehrmacht then Luftwaffe and then Kriegsmarine. See here the reseach for navy at 1 jan 38. U can see that i already reseach some navy techs


    I will only upgrade the TACT i already have (if i really need more i will build them). I know CAS are in short range, but they will also not take part when deep in USSR. I will use my tact and only when i need them.

  13. #13
    First Lieutenant ljigsrb's Avatar
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    this is reply for Gringoesteban naval events. if u want i can help u creating or testing this events. u can add events for insuffisant conyoys, but im not sure if is possible.
    Last edited by ljigsrb; 11-05-2011 at 05:27.

  14. #14
    Lt. General Fulmen's Avatar
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    Quote Originally Posted by panzergenerals View Post
    only historical axis. ITA, ROE, HUN, BUL, FIN, SLO. So no JAP
    Japan was one of the founders of the Axis. Finland on the other hand was never even a part of it.

  15. #15
    First Lieutenant ljigsrb's Avatar
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    Quote Originally Posted by Fulmen View Post
    Japan was one of the founders of the Axis. Finland on the other hand was never even a part of it.
    reason why Japan is not Axes is cause SU will on auto join the war agains Japan in 1941 or viceverse. Far as i know finland did particapate in war against SU maybe not as full axis member but at least as co-allie of Germany with close military cooperation. But once again u cant tell that to AOD engine.

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    Quote Originally Posted by Fulmen View Post
    Japan was one of the founders of the Axis. Finland on the other hand was never even a part of it.
    True.


    In TRM, though, if Finland joins the war against the Soviet Union but does not join the Axis, then the Red Army will crush the Finns. Therefore, I included an event whereby the German Player can bring Finland into the Axis as a full member.


    Regarding Japan, in TRM it is more realistic if they stay out of the Axis because I do not know how to have them join the Axis but remain neutral in the war against the Soviets, like they were in real life. I put in an event so JAP and SOV enter a non-aggression pact in April 1941, but if JAP joins the Axis then JAP and SOV go to war and the non-aggression pact disappears.

    Like ljigsrb said, it is an AoD engine issue.
    For a harder 1936 campaign as Germany try my mod:
    http://forum.paradoxplaza.com/forum/...d.php?t=473808

  17. #17
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    Quote Originally Posted by ljigsrb View Post
    ....if u want i can help u creating or testing th(ese naval) events....
    Thanks for the offer, but it is not necessary. I have already coded and tested the twelve new events and they work well.
    For a harder 1936 campaign as Germany try my mod:
    http://forum.paradoxplaza.com/forum/...d.php?t=473808

  18. #18
    The building years 36-38 - Road to WAR 39 till .....

    This post is about the year 38. U will see that the focus become more and more the military focus.

    Start to make the wehrmacht bigger



    Moving the troops to Berlin to refit them with the new equipment.



    Start of production special units like Fallschirmjagers, Mountainers and also the start of the Fighter planes

    Last edited by panzergenerals; 12-05-2011 at 22:43.

  19. #19
    Road to WAR 39 till .....

    This post is about the year 39. Preparation for invasion Poland and garrisson the Siegfriedline.

    We let Schacht go.



    Because of proposal with Tito to split Czechoslovakia. Slovakia becomes puppet of Germany. But Germany dont need those weak slovakian divisions. Germany will in the future also dont accept troops from other axis members.



    Situation in rest of the world: SPAIN


    Situation in rest of the world: JAPAN


    Start of building CV for the mighty Kriegsmarine and for the future sealowe (not in 40)



    Wehrmacht 39 (look at GAR and already some special forces)



    Kriegsmarine 39 (look at the transports)



    Luftwaffe 39



    Just 2 months for the WAR but Germany is ready for it......

  20. #20
    Quote Originally Posted by Gringoesteban View Post
    Thanks for the offer, but it is not necessary. I have already coded and tested the twelve new events and they work well.
    Are you planning on sharing these events before the next release of TRM? Because according to your post on the official TRM topic, it looks like you won't release a new version anytime soon.

    I am planning to start a new game and it would be nice if to play with these events.

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