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Rastrigin

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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 :D, 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 :D).

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.

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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Rastrigin

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Index



Chapter One - First Blood (May 1939 - August 1939)
Soviet Union
Unitied Kingdom
France

Chapter Two - The Battle of France (August 1939 - February 1940)
Soviet Union
United Kingdom
France / UK coop addendum to chapters II & III

Chapter Three - The (not so) Pacific War (February 1940 - May 1940)
Soviet Union
United Kingdom

Chapter Four: The Battle of the Philippines (May 1940 - July 1940)
Soviet Union
United Kingdom

Chapter Five: Spain and Malaya (July 1940 - September 1940)
United Kingdom

Chapter Six: the Soviet intervention (September 1940 - Dicember 1940)
Soviet Union
United Kingdom
 
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Rastrigin

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Chapter One: First Blood




Being Soviet Union, I wanted to start my AAR after Barbarossa, however the events of this first session of war have heavily involved the Soviets, as you will see. I will start this from the first session of war as what happened previously is the standard follow up (Ethiopa, Great Purge, Marco Polo, Anschluss and so on)


On May the first, Germany enacted the Molotov-Ribbentrop pact and fired Danzig. This surprised the allies as there were still no German troops on the border, on either the West or the East front. Cautiously, the French moved forward a few divisions and occupied some German provinces, only to find out that the Germans were entrenched behind the Rhine river, in a 100% defensive position. On the other side AI Poland, not having any of the doubts the French were having, moved forward confindent in the might of their army and quickly sized all the land between the border and the river Oder (?). Germany however managed to take Danzig and kept the land between Danzig and Konigsberg. Of the axis countries only Germany was in the war, Italy was not even in the Axis (according to our HR, the allies can Dow them as soon as they join the axis, so they were just trying to stall their war entry) and the other minors were still at peace (tough in the axis).
















HoI3_2_zps5409250f.png

Germany in late May






Knowing that Germany was probably up to something sneaky, the allies started thinking about how they could hurt them as much as possibile while they were in this voulnerable position. I'd actually like to think that what came after was a perfectly executed Allied plan, but it was actually a consequence of some random decisions and facts. This is pretty much what happend:


"Italy won't join the axis, the French fleet is useless, let's use it to try to block the kattegat!"

"But the Germans will bomb it to death..."

"Well at least it will deorganize a bit those nasty German CAGs, better than nothing :) "

"If the Germans don't notice the fleet before they declear on Poland, we can even try to protect it with British fighters based in Copenaghen..."

"Yeah but the Germans can still try to paradrop to take the VPs on the islands..."

"Well... wouldn't it be cool if the French fleet gets trapped in the Baltic?"



The idea of the French AI finding its fleet stuck in the Baltic after the Fall of Frace was actually quite fun, so the French player decided to send the whole fleet in the Balts... Luckily the Germans didn't notice it untill after they dowed Denmark.

Additionaly, the Brits sent a consistent air force to the Polish airfields, the plan was once again not very solid, but still the best we could think about: bomb the German fleet in Konigsberg and bomb to starvation the German troops in the Konigsberg-Danzig enclave, so that hopefully the AI Poland could attack them and maybe destroy some divisions. From what I had been told in the chat, the bombing of the German fleet was quite ineffective, while the bombing of the German divisions led them to lose a lot of strength and organization, indeed the Polish AI seemed to attack them, and the provinces changed hand at times, but I don't know how effective this was, anyway the Germans didn't lose any divisions.



Finally, after maybe a month from the start of the war, the Germans seemed to wake up and decleared war to both Denmark and Yougoslavia in a mater of days. While they were advancing in those two countries, they found the french fleet blocking the access to the Danish isles and immediately started to bomb them. The British rebased their planes in Copenaghen and the battle broke out, a few French screens were sunk and about half of the French fleet was forced in port to repair (in Copenhaghen!), the Germans even moved a fleet in the area but it only resulted in them losing three ships. After a while the German attack was over (probably their bombers were out of org), and a weird calm moved over the Baltic theatre. It will only last a few days. It was clear they still didn't have paratroopers or transport planes, also they're airforce seem not to be up to the UK standards. For this reason I believe they have spent most of the peacetime building up their land army and the reason is probably that they had planned from the start to fight alone a four front war (I still don't know why).




HoI3_3_zps0212b0a4.png










At some point in July, while I was still wacthing the events in the Baltic with my subs, I noticed an odd German fleet movement in the Baltic. at first, I tought it was just a set up to trick the French fleet out of the Kattegat and sneak a few divisions in, but then, not content with their four existing fronts, they decleared war on Finnland! In the Allied chat the chaos broke out, I found myself screaming

"Don't let them take Finnland! it will kill my leadership! Intercept him!" (actually the lack of Winter War would be a very huge blow to the Soviet LS, as it would keep me with the officer purge effect untill Barbarossa and would deny me the Finnland Gulf bonus)

In the confusion of this moments, the French player only moved one fleet towards Finnland (the one that was repairing in Copenhagen), while keeping the other in place to block the Baltic. Actually this choice was motivated by self-conservation, as moving both the fleets would have allowed the Germans to cross the Kattegat. This weary French fleet randomly moved forward and managed to find and engage the German fleet on the Finnish coast before the land units could land, however they were defeated and forced to retreat. At this point we were even ready to sacrifice Denmark and Forever trap the Frech fleet in the baltic (they even had the Finnish ports for supply :D ). The French moved their other fleet from the kattegat and, with great surprise from our side, managed to engage the Germans before the units could get ashore. They even had British air support from Finnish airfields and this time it was the German fleet to be not in full shape. It was a Turkey shot, The whole German fleet was sunk in two battles, together with the troops on the five transports (most likely a corp).

Luckly for us, the Germans in the confusion of the moment didn't noticet that the Kattegat was only guarded by one Canadian destroyer and and didn't take advantage of this,


note: the fact that the Germans can declear war on Finnland before the Winter War is a leak in our house rules that the Germans cleverly managed to exploy (poorly). Luckly for us, they failed, but this will have to be addressed later.












HoI3_1_zps56065fa7.png







While this mess was going on in the Baltics, the Germans called the Romanians and the Hungarians into war and declared war on Bulgaria, while Yugoslavia was still fighting. It was clear they were aiming for Turkey, and they were doing it so early because, according to our house rules (see 4.7) their declaration on Finnland allowed the Soviets to declare war on one neutral, and they knew my first choice was going to be Turkey.




HoI3_12_zps93d80b36.png






It became a race against time. Since I was expecting a move like this since the early declaration on Yugoslavia (conquering yugoslavia gives better IC to USA, so why the rush?), I had already moved the transport fleet (actually one TP :D) to the Black Sea and some units to Crimea, but the front with Turkey was completely open. Some troops were immediately given orders to redeploy from Moscow to the Caucasus, but I decided to declear war before they got into position, as Yugoslavia and Bulgaria were crumbling. The plan was to land an armour division directly behind Instanbul and take it by surprise. This awesome and well tought plan (lol) was completely screwed by damned turkish half mobilized Cavallery division that kept running in every province I was trying to land. After several tries and a headache, I moved my fleet back to Sevastapol to load a four-brigade montain division to crash that pesky Turkish cavallery, without even thinking that once my fleet was out of the Bosphorus it couldn't come back again, being to strait controlled by instambul and me at war with the Turkish (lol).


If that wasn't enough, the Turkish managed to advance in my non garrisoned Caucasus territory, and once my non-suppied (from strat redeploy), disorganized (just assigned leader), non mobilized infantry brigades came to the front they were pushed back by the mighty Turkish army. At this point the axis decleared on Turkey and only a British landing in Instanbull managed to halt the Romanians (all the Turkish divisions being deployed against me...) and prenvent them to cross the Bosphorus. Still, they managed sneak accross the dardanels, now the race for Turkey is open... And the British are in the middle :D





HoI3_4_zps1044f4dd.png

The Soviets finally pushing the Turkish back




HoI3_14_zps23ba168b.png

The British holding Instanbull while the Romanians sneak accross the sea in the South





At last, a look to the other fronts. Germany finally decided to fight a proper WWII, and started to push the Polish back (still unclear while they were stalling that war, however they can't do it forever due to the rules).











HoI3_7_zps595c8b1c.png

The German units in the Danzig-Konigsberg area have been avacuated, however I believe they had been lost in the Finnish stunt







On the other front the Germans declared war to Neederlands, Belgium and Luxemburg and started to push... But in the meantime the allies have had plenty of time to organize a proper defence... Well it's better if I leave this part for the allies to tell.












HoI3_6_zpsd4faa662.png










--------------------


So, a pretty messy game so far. The German players are known in our group for making original plans for their games, usually quite effective (as Soviet they managed to achieve a massive behind the line rebellion that managed to puppet hungary on game 1, and on game 2 they conquered USA as Japan in 1939). However this time it looks like we managed, by luck more than else, to counter some of their plans, and I think the war is going not bad for us, however I still don't get some of the German moves.
Anyway I'm courious to see how the Turkey situation will turn out, as the surreder mechanics in this case are not very clear to me.


Stay tuned!
 
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SKOTy

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Wow! That's interesting development. Subbed
 

Lance Aubrey

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UK Chapter I - the Allies in France

Hi,
I am playing the UK in this game.
I played Germany last game, Italy, Japan, Soviet Union, and Japan again in the games before.

As all the previous games had been Axis victories (even though I think the Allies could have won the last one) I really wanted to play Allies, as I was sure it would be an interesting challenge.

Plans & Objectives (before game start)
Unlike previous players of the UK in our group I didn’t want to give up Singapore and I planned to help the USA stop the Japanese in the East – or rather, help a little and not crumble easily. According to our house rules Japan has to conquer a certain number of ports before being able to support the Axis in Europe (and the USA has to hold a certain number of ports before being able to support the Allies in Europe). Therefore the Pacific War and the Allied Asian territories matter.
Second thing I wanted to do, that most previous players of UK didn’t do: I wanted to help defend France with British land units.
For the Med I decided on a rather “wait and see” strategy. Nothing special here. The majority of my fleet would be stationed in Alexandria. I planned on using my very mobile assets (air force and navy) to influence fights wherever they happen.

Summary of immediate plans
  • defend Asia
  • support France with land forces
  • use air force and naval mobility to influence fights

Planned build-up
My planned build wouldn’t have involved any naval units (except for maybe Landing Craft). And because of a rather surprising move by Italy, this changed.
I would focus on Light Aircraft (INT, FTR, CAG) and armoured divisions. As we play with a mod where you can’t build units as cheaply as reserves on minimal training as in the vanilla game, the number of units we produce is slightly lower than would be possible. Something like 5 ARM divisions and 3 HARM divisions in addition to around 35 INT and some AT was what I wanted to build in time for May 1st 1939.
However, after a while my spies told me that Italy continued building battle ships, even after the first run was completed. Italy was building Super Heavy Battleships – at least 5, maybe 6 of those.
My reaction to that was to put some Escort Carriers into the queue and soon 2 or 3 real Carriers (CV) as well. The IC for the carriers came from the IC I had planned for land forces.
As it seems Italy is contributing a rather strong (albeit BB) navy and Germany is providing the air force (something upwards of 12 CAGs) for the upcoming war in the Med.

The war
Rastrigin has already explained the most important parts of the action.
When war started on May 1st 1939 British STRAT bombers took off from their airfields in France and started bombing German industry. Even though they would be intercepted after their second run, they managed to destroy 6 IC on their very first run. I kept sending in my STRAT bombers every few weeks to reduce German IC.

My CAGs were very active in the Baltic and in the defense of the Finnish invasion, but they didn’t manage to sink anything on their own – all they did was to contribute to the French success. My TACs were bombing Germans in Poland and later logistically bombing the German Panzer Army in the Netherlands.

aar_ready_for_belgium_dow_zpsb95ef1df.jpg


Allied units ready at the Belgian border waiting for the German troops to DOW Belgium. The British air force almost unopposed above the Netherlands and keeps bombing German troops.
Once Germany entered Belgium fighting broke out. On the following picture we see that the Allies are still holding good defensive ground. The Allies have around 10 heavy armour divisions in the area to be able to slow down the German advance.

HoI3_85_zps057958a7.jpg


The Battle for Belgium

For now the battle is going fine for the Allies, however, Germany has not yet committed it’s heavy armour to an all out attack, as they are being stalled outside of Bruxelles. Soon the Wehrmacht will be able to increase the pressure on the Allied lines.

As we see in the battle of Antwerpen the Allied forces are holding out well behind defensive river lines supported by shore bombardment.

battle_for_antwerp_zps19f51d78.jpg


As it seems, the war in the West will continue for some time. It will be interesting to see how many troops the defeat of Yugoslavia/Bulgaria/Turkey will free up and whether Italy will enter the war soon. After defeating Poland and the Balkan nations the Axis will have plenty of divisions to spare for the attack on France.

My build queue after 6 weeks of war – air power, armour, AT and ships for my CV fleets.

aar_build_39_zpsb2650ef2.jpg
 

feye1

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Sub sub..

Btw.. Finland move is very very gamey yes. We had a similar thing in our game and rehosted for it. I would also think about keeping Turkey neutral till Barbarossa. With it under Axis control (which is easy to achieve) the Soviet Union is in a very vulnerable position. It can be attacked from really all sides then. Also Heavy Armor. Did you nerve it or not? Otherwise good luck beating any France-UK full HARM build ;)

Great posts!
 
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Rastrigin

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Sub sub..

Btw.. Finland move is very very gamey yes. We had a similar thing in our game and rehosted for it. I would also think about keeping Turkey neutral till Barbarossa. With it under Axis control (which is easy to achieve) the Soviet Union is in a very vulnerable position. It can be attacked from really all sides then. Also Heavy Armor. Did you nerve it or not? Otherwise good luck beating any France-UK full HARM build ;)

Great posts!

We didn't nerf Harms, but in our mod France and UK are quite nerfed in terms of pre-war production capabilities. They do all the build-up on consumer product orietation (as they do in single player but not in multiplayer due to a known bug), they can't raise Germany's threat and Germany can produce reserve divisions, which don't cost much less but means their threat is only raised by events. So far in our games Germany hasn't had any trouble dealing with France (there is always a first time though :) )

About Finland: you are right, will be banned next game.
About Turkey: we have this balance rule, the Soviets are allowed to do declear on one nation for every unhistorical dow the axis makes. This makes them stronger every nation the axis chose to dow (Turkey and Spain for exemple). The axis declaration on Turkey had let to a race between the Sov and the Germans about who conquers it first. If they win, they'll get a second front, but anyway I'll save some 80 IC for some months and USA is now on their best war laws due to SU threat. So they'll also pay for it.
 
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Lance Aubrey

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@Production of units with our mod: in a normal game, imagine you cant use minimal training, have to produce on consumer goods and cant produce as reserves for more than 10% savings. Generally, we have less troops, ships and planes than would be possible without the mod.

We might delay the building of Heavy Armour next game though... as this game will see a very large number of those heavy tank divisions.

@Rast's reply: I fully agree!
 

Rastrigin

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@Production of units with our mod: in a normal game, imagine you cant use minimal training, have to produce on consumer goods and cant produce as reserves for more than 10% savings. Generally, we have less troops, ships and planes than would be possible without the mod.

We might delay the building of Heavy Armour next game though... as this game will see a very large number of those heavy tank divisions.

@Rast's reply: I fully agree!

The reason why minimal traning doesn't give any bonus is that reserves cost 90% of the regoular cost, so it makes up for the 10% time you would save with vanilla minimal training.
All the games I know about ban reserves production, we don't but our reserves cost the same as a regular vanilla division (we do it to fix the exisisting reservs at the start of the game and the threat and CGs generating effect of non reserve divisions). So, comparing to the other vanilla games, I would say the axis is able to produce slightly more (due to not having CGs raised demands), the western allies produce less, while Soviet Union is now boosted both at a production and leaership level. This while at peace. During wartime there should be no difference at all.


About Heavy Armour: I'm aware they are a little OP (they also cost a lot). Honestly I don't know, as I can't tell how they can change the game. which faction would be helped if we ban HARM?
 

Rastrigin

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Basically harm benefits who ever spammed it more.

Then this will be pretty balanced :D

Anyway I agree that Harms makes for a completely unhistorical battle of France and a partially unhistorical Barbarossa, it's just that removing them from the game has quite a strong impact on our way to play it (basicaly much more infantry, antitanks and artillery, also air superiority got to be more important). From a manpower point of view the Germans should be penalised by this... But that's only a middle/late game effect. I don't know, maybe we should try next game and see.
 
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Rastrigin

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Except it makes for bad games where people spam nothing but harm

Yeah I remember making this exact arguement with you once, you were trying to convince me that it was ok to upgrade CAV to HARM :D, now we switched side... Anyway you are right, I'm starting to get tired of those Harms too. Right now we are in that phase in which everybody tries new experiments with Harm divisions composition (still conviced my Harm-mot(mec)-TD-AC-AC is the best :) ), but I don't really like how short are battles when Harms are involded, they make either for smashing attacks or impenetrable defences from the start, only air superiority can, at times, turn the tide.
 
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