Time For Some Carnage, Final Episode.
Recap: Up until now we have spoken with the team’s undisputed leader and greatest maverick, Captain Easy, and the master of Scary Suprises, Zid.
Today, we talk with the group’s modder and go-to guy in a pinch, Maxyboy. In one carnage game, his masterful defense of the Soviet Union was instrumental in securing an Allied victory (for those who have never read Carnage AARs: it is always Axis vs Allies and Comintern). In the current AAR, Blitz Carnage, Max has been saving the Axis bacon more than once by using Japanese marines and paratroopers in the African and European theater.
But before we begin, there are other, equally impressive players in the group. Sadly, we will not, at this time, be able to talk to them.
Daphne, who warned CptEasy in the first Carnage game about Allied moves before the Allies even started moving troops. Whenever mentioned, this player’s insights have ALWAYS proven spot-on.
Sir Henry, who has been around since day 1, and who’s rock-solid experience makes him a very dangerous opponent to underestimate.
Von Rosen, Thelamon and Gamla Stan fill out the group’s roster. They joined the Carnage games later, but have all proven their worth beyond a shadow of a doubt. Truly a difficult feat in this uber-talented group.
But now, on with the final chapter in this series of interviews.
Player -> Maxyboy.
Let’s begin this interview with the shortest Carnage game ever. In Sudden Patriotic Carnage, you were in charge of Germany. So I have to ask: what happened that made you surender in 1939?
Hm yes, not my proudest moment. I’ll have to let you know that I didn’t even read the AAR (sorry Captain) as I wasn’t too eager to re-live it and read the comments.
So what happened was this. I game tested the early opening in a single player game and observed effects on threat. I didn’t test the actual tactical aspect of going on the offensive that early. I never ocurred to me (until it was too late) that Germany would be too weak to actually carry through to victory. So I got totally stuck in the Netherlands/Belguim and for a full game session I could not make any progress. If I recall correctly, Germany was actually driven back. At the same time the Russian front (controlled by another player, think it was Daphne) was also on the retreat. I then understood that we were beaten and surrendered rather than playing out an obvious and early ending.
Too bad, as starting a new game often requires a great deal of investment from all players.
Moving on the currently, ongoing AAR, I must stress one thing to our gentle readers: Carnage AARs are always 1 year behind the actual game. Since the AAR is not over yet, the game might still be going strong. So whenever Maxy becomes a little reluctant with the details, that is just because he might not want to give secret information to his enemies.
With that out of the way, Max, in Blitz Carnage, China was seriously beefed up. Can you tell us exactly what you guys did with them?
Yes I can since I’m usually our resident modder. We wanted something that was getting stronger as they were getting beaten. Thus staying in the action for as long as possible and optimally still be around when Japan was at war with the Allies.
The “Hidden Dragon” event is introduced when Nationalist China is at 55% surrender progress. It has a 600 day duration and will beef combat movement speed 10%, soft attack 5%, air intercept 25% and supply throughput 10%.
There is a lesser known triggered modifier for China (in effect when the 38 scenario starts) that we increased like this.
Territorial pride now 35% (from 20%)
Organisation regain rate 20% (from 5%)
Leader defence 20% (from none)
For Blitz Carnage we also increased China’s starting officers ratio from 55 to 65.
When implementing the mods I tried them out by starting a game with all the major powers AI controlled and followed the Japan/China battle. I wasn’t happy until, in one run, I saw China fight Japan all the way back to the sea.
How did it compare to vanilla?
Sure, there was some increased resistance, but hands down, in a multiplayer scenario (with China AI controlled) our efforts still aren’t enough.
With the main focus centered on the fortress Europe, we are left a little in the dark about the Pacific War. What has been happening there? How is the balance of forces?
Not stepping ahead of the AAR time line…
I aimed for a late entry in the world conflict in order to not have a player on USA maximizing spies and threat raising on Germany. The rest of the arena played out fairly “normal”. In Russia there was low or no resistance up until lake Bajkal. While Japan (at least in the early stages) had the upper hand in infantry, Russia can dominate the open land by deploying tanks. A limited arial war was fought by both sides.
In the East Indies there were pretty much no defenders and India was intially also an easy conquest. But this was also the area where I had my only real naval defeat. UK did a good surprise attack on my escorted transport fleet.
After that it has been an increasing European focus with very low attention to the Asian arena. While the Russian frontier seems to be a stalemate, Allies have retaken vital resources in East Indies. In the later game, even naval encounters have been oriented towards Europe.
An assult on the Phillipines was on the early agenda, but with the shift towards Europe that never passed the planning stage.
By nature the arena can be temporarily dominated by any side since both Japan and USA have major ports in the area, but any lengthy operations will risk deployment resources (transports, troops,… - red.).
Due to an Axis mistaken interpretation of House Rules, you found a strong CV fleet trapped in the Med. What did that do to your deployment calender?
Before that step was taken, the important port of Singapore as well as the East Indies’ oil and rare material resources were under Japan’s control.
The trapped CV fleet was partly planned. We did expect Suez to be closed again, but the Italian player promised me it would be opened well before US entry. It turned out to be delayed for several months. I had new fleet waiting in Tokyo to be joined with the Med-fleet.
Also conquest of low priority areas was put on halt. In the end I risked sneaking my marines through the persian gulf to assist in the conquest on Suez.
I freely admit that the following is a fanboy question, but is the actual game over?
I always wanted to say this in a relevant context, and now I can:
That information is confidential.
Going to the future, any new HR under discussion?
Absolutely. There have been several on the agenda. A hot topic has been balancing Soviet Union, now Zid introduced this super build strategy. However we will be very careful with making any drastic changes. First step will probably be to remove the modded bonuses we added in this game (with an extra though “general winter” effect for three months). Others suggest boosting Germany.
Also, house rules and modding around the China conflict, Russian trade, lend lease, exp forces, navy doom stacks, BB/CV balancing, amphibious landings, V-weapons (used by CptEasy to great effect in log bombing enemy supply lines and ports – red.), radars and victory conditions have been thoroughly discussed.
I’m a believer in as few house rules as possible and rather see things modded - but only when needed. To me historical correctness isn’t a major priority, I rather have a fun game where classic fronts are mixed with surprise strategies and unexpected events.
I believe you are still playing FTM, right? If so, what will TFH change for the Carnage games?
Blitz Carnage is FTM yes. TFH will change a lot. New strategies, tactics and the option to share plans will open new possibilities to us. Hopefully also to the Carnage readers.
I myself like the take on the new bonus from mixed units which highlights some long forgotten brigades.
Concerning the changes in TFH (especially in*regards to such things as Lend-Lease), do you have any idea of how you will balance these with your house rules?
For Lend Lease we were pretty much choosing between strongly limiting the percentage of production that could be LL'ed (moddable) and possibly create house rule around who could give and receive LL or not allowing LL at all. It is a bit tricky to go into details on more topics as that could imply whether we started a new game or not.
Anything else you would like to share with our readers concerning all things Carnage?
Most of the Carnage group have been playing strategy games together for a long time. You get to know each other play styles and to some extent that can be used when playing HoI. As an example, Cpt Easy is an agressive player, if he is on UK you would expect him to try to land in Germany while it is still battling Poland. I’m more of a defensive player and would more likely choose a less direct approach (by still interfering). By early anticipation of enemy strategies you are better equipped to counter them (which seems to be Daphne’s greatest asset – red.). Even so, if you manage to play outside your usual game you’ll have a greater chance of surprising the enemy.
Thank you.