Prologue
Since writing multiplayer AARs is getting mainstream here, my group and I decided follow the masses and write an AAR about our own game! And I don't complain at all about the amount of (awesome) multiplayer AARs here
, looks like the dear Cpt is finally getting some competition, well he is still pretty far ahead when it comes to the writing style...
Actually it's quite some time we are thinking about writing an AAR, we have already tried once to write about a finished game but as the following game started to get heated, we just lost the motivation to post (actually I did
)... That's why we will write this AAR during the game and not afterwards.
About the title, I would name a Tank army of mine towards the first that gets the quote, but it is too easy too google it... Anyway I'm not really that cultured, it was just the name of my history book at high school (no, it wasn't Stephen Hawking's book
).
Last thing: sorry about the many grammar mistake you will find in my posts, not only my english is quite poor, I'm also dyslexic lol. Hopefully I will not be the only one of the group to post here, so you'll get some clean text from time to time.
Teams
Allies - Commies:
United Kingdom: Lance Aubrey
USA: einar - nord (joins on 3rd session)
Brazil: doshite
Canada: einar (double)
France, then UK or SU coop: Tomba
Soviet Union: Rastrigin
Axis:
Germany: Rufus - DrHavoc (bokrif)
Italy: Cykelmyg
Japan: Firemind
Hungary, than jolly: Futte
Romania: Twinstar (new guy)
Introduction
During the past games, we have been trying to adjust our rules, and later the mod we have decided to use, in order to achieve the best possible balance between the factions and, at the same time, prevent most of the exploits. The idea of using a mod comes out of the wish to keep using some of the features that are usually banned in most of the games, but would still be usefull if they weren't OP (see: upgrades, reserves, stacking penalities, rockets, switching training laws...). Also we tried to make our rules and mod in order to keep some game features that most of the groups usually ignore, for example a USA entry date decided by the threat mechanics (raising threat is however forbidden) and a Barbarossa decided by the MR pact meh chanics (it forces the Soviet to defend on the border or face an early invasion). Most of the existing groups have decided to enforce fixed dates for the USA entry and Barbarossa through the rules, that is more simple, but I think it takes some flavour away from the game.
As one would expect, it's been very difficoult to achieve a perfect balance in such a complex game, so far the rule system seemed to have favoured the axis too much, but after every game we were afraid to change the rule and mod too much and help the allies too much, so we have done it step by step, but I'm quite confindent we have achieved a sort of balance now, as the last games have seen the allies being able to give a good fight in the west but losing due to Germany crushing the Soviet Union, and this time we have tweaked the Soviet Union so that they hopefully won't lose 60% of their army at the first contact with the Wehermact (actually, being the Soviet player, I hope so). As I said I'm farily confindent we'll see a good fight here.
Info
Game version: TFH 4.02 with custom mod (see below)
Scenario: 1936
House Rules
MOD:
AEG_MPmod v0.13
link (if interested)
https://www.dropbox.com/s/i9z89qbtfe77usj/AEG_MPmod v0.13.zip
Changelog
As much as I would like to explain every rule and mod feature we have, that would take quite a lot of time, anyway I will happily reply to any questionabout rules and mod in the thread and I will quote the rules every time they affect the game in a relevant way.
Since writing multiplayer AARs is getting mainstream here, my group and I decided follow the masses and write an AAR about our own game! And I don't complain at all about the amount of (awesome) multiplayer AARs here
Actually it's quite some time we are thinking about writing an AAR, we have already tried once to write about a finished game but as the following game started to get heated, we just lost the motivation to post (actually I did
About the title, I would name a Tank army of mine towards the first that gets the quote, but it is too easy too google it... Anyway I'm not really that cultured, it was just the name of my history book at high school (no, it wasn't Stephen Hawking's book
Last thing: sorry about the many grammar mistake you will find in my posts, not only my english is quite poor, I'm also dyslexic lol. Hopefully I will not be the only one of the group to post here, so you'll get some clean text from time to time.
Teams
Allies - Commies:
United Kingdom: Lance Aubrey
USA: einar - nord (joins on 3rd session)
Brazil: doshite
Canada: einar (double)
France, then UK or SU coop: Tomba
Soviet Union: Rastrigin
Axis:
Germany: Rufus - DrHavoc (bokrif)
Italy: Cykelmyg
Japan: Firemind
Hungary, than jolly: Futte
Romania: Twinstar (new guy)
Introduction
During the past games, we have been trying to adjust our rules, and later the mod we have decided to use, in order to achieve the best possible balance between the factions and, at the same time, prevent most of the exploits. The idea of using a mod comes out of the wish to keep using some of the features that are usually banned in most of the games, but would still be usefull if they weren't OP (see: upgrades, reserves, stacking penalities, rockets, switching training laws...). Also we tried to make our rules and mod in order to keep some game features that most of the groups usually ignore, for example a USA entry date decided by the threat mechanics (raising threat is however forbidden) and a Barbarossa decided by the MR pact meh chanics (it forces the Soviet to defend on the border or face an early invasion). Most of the existing groups have decided to enforce fixed dates for the USA entry and Barbarossa through the rules, that is more simple, but I think it takes some flavour away from the game.
As one would expect, it's been very difficoult to achieve a perfect balance in such a complex game, so far the rule system seemed to have favoured the axis too much, but after every game we were afraid to change the rule and mod too much and help the allies too much, so we have done it step by step, but I'm quite confindent we have achieved a sort of balance now, as the last games have seen the allies being able to give a good fight in the west but losing due to Germany crushing the Soviet Union, and this time we have tweaked the Soviet Union so that they hopefully won't lose 60% of their army at the first contact with the Wehermact (actually, being the Soviet player, I hope so). As I said I'm farily confindent we'll see a good fight here.
Info
Game version: TFH 4.02 with custom mod (see below)
Scenario: 1936
House Rules
1. Countries and teams
1.1. A maximum of 6 players per team is allowed
1.2. Each team can put players on every major of its faction plus 2 minors at the same time. A country is playable by a faction if it historically joined that faction
1.3. A faction can only put a player on a "new" minor, if one of the previous minors have been defeated and their forces sent back.
2. Basic Gameplay
2.1. We aim for speed 4 pre-war, 3 for Sino-Japanese and Speed 2 for world war, 1 when most of the majors are at war. If a player is overstretched a reduction of speed may be requested.
2.2. No pausing without asking unless something big is happening or a rule has been broken. In any case moving frontline units during the pause is not allowed.
2.3. You may only look at saves as your own faction, but don’t start the game.
3. Diplomacy, Intelligence
3.1. No alliances, guarantees, transit rights nor Raise Threat allowed.
3.2. Germany must take all pre-Danzig decisions within 2 weeks they become available, with the excpetion of the M-R pact (see 3.3.).
3.3. M-R pact is mandatory and must be fired by Germany in the same day as Danzig and can't be broken until 2 months after the Fall of France. No cirmuventing.
3.4. The only human played nations allowed to send exp. Forces are all the majors (except France) and the two minors that are played by human from the start. In any case, two nations must be in the same faction and at war with a common enemy to be able to send exp. forces to each other.
3.5. Italy has to join the Axis within 7 weeks of the Fall of France
3.6. No lowering NU below 70%
3.7. Japan has to take the "Seize the Coast" wargoal and may not add a "conquer" wargoal
4. Wars and wargoals
4.1. No phoney wars. A war on neutral may be only declared If there is any advantage in conquering it (IC, resources, taking away possible enemies...). No war may be declared for the only purpose of exploiting production or threat mechanics (for example war on Tibet). USSR can't dow any allied or soon to be be allied nation. War on neutrals must be ended as soon as possible.
4.2. Declare War, Declare Limited War are allowed only after Danzig
4.3. Allies can't declare war on unaligned countries. Exceptions: they can DOW any unalligned aggressive country who declared war on another nation. They can Dow Vichy France after USA war entry.
4.4. No puppeting of majors.
4.5. No abusing of wargoals.
4.6. USSR must accept bitter peace
4.7. Not including Finland (complete annexation is allowed), USSR is allowed to DOW one country for every unhistorical dow that axis europe makes through the game.
4.8. If Axis lands on UK mainland the Axis have to DOW the USA as well if game doesn't allow USA to DOW.
4.9. If Japan attacks any non-chinese nation it has to declare war on the allies and USA too if those are not automaticaly dragged into war.
4.10. Germany must create Vichy France after the Fall of France.
5. Trade & Resources
5.1. Allies/SU must agree to sell surplus above +5 of metal and rare materials and must accept to buy axis supplies if they have a money surplus.
5.2. Allies/SU must prioritize human axis players over the AI when selling their resources and can only cancel a trade with a human axis if they have cancelled all trades with the AI first and are still below +5 (unless both players agree).
5.3. Don't cancel trades for little deficits. Speak before cancelling a trade. Be adult.
5.4. France cannot export oil nor run a deficit of rare materials.
6. Production and Laws
6.1. Only minors may buy production licenses and only 3 units at any time.
6.2. Only higher industrial laws than the one you currently have, can be enacted. Only exception: you can switch them as you like during January 1936
6.3. No starving out units to save supplies until at war (also applies to ships and planes).
7. Warfare
7.1. Only disband those units that are able to retreat safely (e.g. no disbanding of encircled, soon to be encircled and similarly doomed troops)
7.2. No paradropping or landing to kill off retreating units .
7.3. No encircle capitals to starve enemy troops. If a capital is encircled you must attack as soon as you can. You can't perform any major push on other sectors of the front untill the capital is taken or the enciclement broken.
7.4. Advancing the front is only allowed with units that have width (no pure support/HQ units). non-widht units may only be used to conquer undefended provincies behind the front line.
7.5. Logistical bombing only allowed by TACs
7.6. Rockets are allowed - to be used for strategical bombing only
7.7. After Danzig: Never move your fleets outside of the ranges of your faction ports. Only exception: USA and the owner of Panama canal can rebase through the Atlantic freely.
8. Asia War Conditions (AWC)
8.1. Axis must control 62 ports of the AWC list for Japan to be able to redeploy to Europe. If they take control of Suez/Panama, they can rebase to Europe across those straits as long as they keep following rule 7.7.
8.2. The allies must control 30 ports of the AWC list in order for USA to be able redeploy and use their forces freely in Europe.
Exceptions: USA can base unlimited forces in the UK Islands. US naval and land forces in the UK can only be used to protect UK itself, while the airforce based there can be used offensively with no limitations.
8.3. After they have fullfilled the AWC, each faction must notify that to the opposite side and then wait 45 days before the limitations of rules 8.1 or 8.2 expires.
8.4. If Japan loses the ports that were granting them the right to be in Europe, then the limitations of rule 8.1 will be restored but an exception will be made for the units that are already in Europe as long as they stay in Europe. Their fleets in Europe may only be used to withdraw those forces from there. Japan may withdraw their forces in Europe with no limitations as long as they follow rule 7.7.
8.5. If USA loses the ports that were granting them the right to attack in Europe, only the land units already stationed in continental Europe may still be used offesively. Units in the Uk islands or that are later retreated to transports will be subject to rule 8.2 again. American fleet may still be used to support the land forces in continental Europe.
1.1. A maximum of 6 players per team is allowed
1.2. Each team can put players on every major of its faction plus 2 minors at the same time. A country is playable by a faction if it historically joined that faction
1.3. A faction can only put a player on a "new" minor, if one of the previous minors have been defeated and their forces sent back.
2. Basic Gameplay
2.1. We aim for speed 4 pre-war, 3 for Sino-Japanese and Speed 2 for world war, 1 when most of the majors are at war. If a player is overstretched a reduction of speed may be requested.
2.2. No pausing without asking unless something big is happening or a rule has been broken. In any case moving frontline units during the pause is not allowed.
2.3. You may only look at saves as your own faction, but don’t start the game.
3. Diplomacy, Intelligence
3.1. No alliances, guarantees, transit rights nor Raise Threat allowed.
3.2. Germany must take all pre-Danzig decisions within 2 weeks they become available, with the excpetion of the M-R pact (see 3.3.).
3.3. M-R pact is mandatory and must be fired by Germany in the same day as Danzig and can't be broken until 2 months after the Fall of France. No cirmuventing.
3.4. The only human played nations allowed to send exp. Forces are all the majors (except France) and the two minors that are played by human from the start. In any case, two nations must be in the same faction and at war with a common enemy to be able to send exp. forces to each other.
3.5. Italy has to join the Axis within 7 weeks of the Fall of France
3.6. No lowering NU below 70%
3.7. Japan has to take the "Seize the Coast" wargoal and may not add a "conquer" wargoal
4. Wars and wargoals
4.1. No phoney wars. A war on neutral may be only declared If there is any advantage in conquering it (IC, resources, taking away possible enemies...). No war may be declared for the only purpose of exploiting production or threat mechanics (for example war on Tibet). USSR can't dow any allied or soon to be be allied nation. War on neutrals must be ended as soon as possible.
4.2. Declare War, Declare Limited War are allowed only after Danzig
4.3. Allies can't declare war on unaligned countries. Exceptions: they can DOW any unalligned aggressive country who declared war on another nation. They can Dow Vichy France after USA war entry.
4.4. No puppeting of majors.
4.5. No abusing of wargoals.
4.6. USSR must accept bitter peace
4.7. Not including Finland (complete annexation is allowed), USSR is allowed to DOW one country for every unhistorical dow that axis europe makes through the game.
4.8. If Axis lands on UK mainland the Axis have to DOW the USA as well if game doesn't allow USA to DOW.
4.9. If Japan attacks any non-chinese nation it has to declare war on the allies and USA too if those are not automaticaly dragged into war.
4.10. Germany must create Vichy France after the Fall of France.
5. Trade & Resources
5.1. Allies/SU must agree to sell surplus above +5 of metal and rare materials and must accept to buy axis supplies if they have a money surplus.
5.2. Allies/SU must prioritize human axis players over the AI when selling their resources and can only cancel a trade with a human axis if they have cancelled all trades with the AI first and are still below +5 (unless both players agree).
5.3. Don't cancel trades for little deficits. Speak before cancelling a trade. Be adult.
5.4. France cannot export oil nor run a deficit of rare materials.
6. Production and Laws
6.1. Only minors may buy production licenses and only 3 units at any time.
6.2. Only higher industrial laws than the one you currently have, can be enacted. Only exception: you can switch them as you like during January 1936
6.3. No starving out units to save supplies until at war (also applies to ships and planes).
7. Warfare
7.1. Only disband those units that are able to retreat safely (e.g. no disbanding of encircled, soon to be encircled and similarly doomed troops)
7.2. No paradropping or landing to kill off retreating units .
7.3. No encircle capitals to starve enemy troops. If a capital is encircled you must attack as soon as you can. You can't perform any major push on other sectors of the front untill the capital is taken or the enciclement broken.
7.4. Advancing the front is only allowed with units that have width (no pure support/HQ units). non-widht units may only be used to conquer undefended provincies behind the front line.
7.5. Logistical bombing only allowed by TACs
7.6. Rockets are allowed - to be used for strategical bombing only
7.7. After Danzig: Never move your fleets outside of the ranges of your faction ports. Only exception: USA and the owner of Panama canal can rebase through the Atlantic freely.
8. Asia War Conditions (AWC)
8.1. Axis must control 62 ports of the AWC list for Japan to be able to redeploy to Europe. If they take control of Suez/Panama, they can rebase to Europe across those straits as long as they keep following rule 7.7.
8.2. The allies must control 30 ports of the AWC list in order for USA to be able redeploy and use their forces freely in Europe.
Exceptions: USA can base unlimited forces in the UK Islands. US naval and land forces in the UK can only be used to protect UK itself, while the airforce based there can be used offensively with no limitations.
8.3. After they have fullfilled the AWC, each faction must notify that to the opposite side and then wait 45 days before the limitations of rules 8.1 or 8.2 expires.
8.4. If Japan loses the ports that were granting them the right to be in Europe, then the limitations of rule 8.1 will be restored but an exception will be made for the units that are already in Europe as long as they stay in Europe. Their fleets in Europe may only be used to withdraw those forces from there. Japan may withdraw their forces in Europe with no limitations as long as they follow rule 7.7.
8.5. If USA loses the ports that were granting them the right to attack in Europe, only the land units already stationed in continental Europe may still be used offesively. Units in the Uk islands or that are later retreated to transports will be subject to rule 8.2 again. American fleet may still be used to support the land forces in continental Europe.
MOD:
AEG_MPmod v0.13
link (if interested)
https://www.dropbox.com/s/i9z89qbtfe77usj/AEG_MPmod v0.13.zip
Changelog
Code:
_common/buildings
radar_station: cost = 1 (was 2)
_common/defines.lua
BASE_FORT_PENALTY = -0.09,
EXPEDITION_INFLUENCE_COST = 0 (was 1.0)
EXPEDITION_RETURN_TIME = 0 (was 30.0)
EXPEDITION_RECLAIM_TIME = 0 (was 30.0)
air and naval max stacking penality brought up to 99% (was 80%)
unit_upgrade_cost = 0 (was 0.4)
unit_upgrade_time = 0.3 (was 0.7)
radar_range = 0.09 (was 0.18)
LEND_LEASE_MAX_IC_HIGH = 0.25 (was 0.90)
_common/event_modifiers
German_destiny, removed line: combat_movement_speed = 0.2 (no more speed bonus for the Germans)
_common/laws
Rewritten training laws in order to avoid exploits (see code)
heavy industry emphasis: peace_consumer_goods_demand = 0.09 (was 0.1)
conscription law (all options): reserve_penality_size = -0.10 (was -0.75/-0.66/-0.50/-0.25/-0.10)
_common/triggered_modifiers
Added AWC provices as a triggered modifier - it shows them in the modifiers interface as a tooltip for easy counting, just a way to see how the war of the allies vs Japan is going (see huose rules)
_common/unit upgrades
Removed CAV to (all type of) armours upgrade
Removed (MIL,GAR,INF) to elite units upgrade
Removed AT to TD upgrade
_events/finnish winter war
Removed: end_non_aggression_pact = GER from end of Finnish winter war option "bring them socialism" (allows Soviet union to annex Finland during the Winter War)
_history/countries/...
modified starting laws according to the laws each country can enact at the start
_history/countries/Soviet Union
infantry praticals=7.5 (was 2.5)
militia practicals=20 (was 5)
_units/cavalery_brigade
build_cost_ic: 3.50 (was 2)
_units/flying_bomb
build_cost_ic: 5 (was 2)
build_time = 70 (was 30)
strategic_attack = 35.00 (was 80)
_units/flying_rocket
build_cost_ic: 5 (was 3)
build_time = 70 (was 40)
strategic_attack = 35.00 (was 110)
_units/paratropper_brigade
usable_by = { ITA GER ENG JAP USA SOV FRA } (line added)
minimum_of_type = 12 (line added)
As much as I would like to explain every rule and mod feature we have, that would take quite a lot of time, anyway I will happily reply to any questionabout rules and mod in the thread and I will quote the rules every time they affect the game in a relevant way.
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