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Majorball

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I noticed on the Stoney road mod they limit the number of transports the Axis may have. Also the Germans must puppet Yugo and greece so they cant build German ships in the MED.

What do you guys think of this?

Do you think in MP games the Germans should be restricted to say 12 transport units on the map at a time to actually reflect the difficulty they had in massing ships for an invasion?

If the germans want to send the DAK to Africa they would have to take Gilbralter or find some other way to get their transports there. They could also ask Italy to send the msome EXP transports.
 

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Jan 18, 2003
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I don't think that's a good idea. You, as a player, are the one making the decisions after 1936. If you want transports at the expense of something else, go for it.

AFAIK they had difficulty massing transports because they didn't build enough before the war. You don't have to make that mistake.

If you think about it, you can put all kinds of limitations om countries to make it more historical. For example:

France can only build AT-brigades, not tanks, to reflect the fact that their tanks were spread out among the infantry, not in armor divisions.

Put research limitations on USA to ensure that they go to war with the (mostly) obsolete equipment they went to war with IRL.

Have Japan set up a convoy to send resources to some backwater, making them inaccessible, to make them feel the oil and rubber pinch they felt historically.

IMO, if you start limiting player choices, you limit the open-endedness of the game, and since we all know our WW2 history:D, we can then predict more easily what our opponents will do.

If I want the Afrika Korps to exist, I dock a naval force in Italy BEFORE the war, once you have that in place, the rest is easy.
Just remember, DAK wasn't that big, if you keep it realistic, you won't have any problems getting supply from Italy (AI that is, human Italy should be quite willing to send supplies for DAK)
 

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Yon Dan
Dec 15, 2002
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Originally posted by varak

IMO, if you start limiting player choices, you limit the open-endedness of the game, and since we all know our WW2 history:D, we can then predict more easily what our opponents will do.

I agree with this statement. No sense in limiting people particularly if your playing the 36 scenario anyway. Want a more historical game play 39, because no matter how you slice it a 1/1/36 start date for prepping for WWII isnt going to get you historical outcomes.

As far as transports and Germany, I had a MP expirence where the German player built a very large Transport force. I was Britain and I had built up the Isle as a fortress I knew he wasnt going to take me there and win. Still I had to keep a fleet there for defense, in addition I over committed to the middle east building up for an amphib there (he had annexed yugo early).

So as Germany in MP building a transport fleet is a very viable distraction tactic at the minimum in my view, and if your timing is good you can catch the allies with thier knickers down some where and plant 12 divisions. In that MP game I recall as I write this the U.S. player and I retooled his force deployment and left more troops in the U.S. then planned because of that transport fleet (game ended, US never got in).

So no limitations, In MP you have to be ready for ahistorical outcomes, particularly in the 36 scenario.