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Carroarmato-P40

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Meothar said:
The new formed German Bundeswehr in 1950 had many officers that served in the Wehrmacht (of course they were checked up for crimes commited in WW2 and before).

ie: Hasso Von Mantueffel, the fella who actually coined the name "Bundeswehr"..
 

HannibalBarca

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CSJ said:
I think it would be good to include an option to turn off any change in the general system, as some of us don't find much quarrel with the HOI2 way of things. No, it's not very realistic, but I don't much appreciate my generals dying. It's a game, not the History Channel.

Funny, I haven't seen Manstein driving trucks in Alaska recently.
 

Raczynski

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vertinox said:
One of the thing that irked me about the original HoIs is the instant teleportation of leaders.

Sure it made for some humor with the AARs, but to make it more realistic Generals should have travel time much like strategic deployment before they arrive at the unit.

Now it should be way faster than your standard ground unit can move (you can a single guy by plane after all), but it still shouldn't be instant. You could also take into account their interception if you don't have air or naval superiority through the area you're sending them too.

It should really be done by distance from capital and then back again unless you transfer them to another unit or HQ.

No.
It's already represented by the organization loss. Maybe the loss should be higher, but really that is. Some things needs to be abstracted. Consider the moment you change the leader as the moment the new is appointed. Also, how would you determine how many days should the "leader redeployment" take? It's not like they are all in little boxes in capital just waiting to be send out :wacko:
 

mib

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The current model is fine but needs some fine-tuning.

Org loss should be based on distance of the new command from nearest HQ or the previous command. Say 1/2 for "long" distance (Moscow->Stalingrad), 1/4 for "medium" distance (Paris->Dunkirk), and 1/8 for "short" distance (Alsace->Lorraine). Add another penalty of 1/3 for the "acclimation" phase that will recover over 1 month. So it will be disastrous to swap out leaders in faraway expeditionary forces, but strategize with HQ placements and you'll do fine.
 
Oct 17, 2008
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Actually, there is a lot ot "teleportation" in the game. Your newly created unit can be dropped over a fairly vast area if you are a major power; your newly built ships do not sail out of drydock to their command - they just appear there; etc.

My vote is for some sort of abstracted travel time similar to strategic redeployment; it will have be back to the capital if the leader is not given a new assignment in the same hour. Even then, it will be very abstract - does your Dutch general get the advantage of a 4 engine bomber or must he instead rely on a tramp steamer?

The issue of leader casualties is also tricky. I had Kesslering in charge of a STUKA group and he died! It was very rare for a general/admiral officer to go out on an air mission (Galland was an exception) or a submarine mission; but major naval commanders were aboard the flagship, etc..
 
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