• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

robou

Hijo de Santiago
10 Badges
May 19, 2007
3.584
0
www.ww2italianreenactment.com
  • Hearts of Iron II: Armageddon
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Victoria 2
  • 500k Club
  • Hearts of Iron IV Sign-up
Man, those charts really are something, I wish I could be bothered to be so meticulous (and good enough at maths and charts ect.) to be able to make those things. How much do you charge to be hired as chief of staff and cheif of army?
 

cegorach

Colonel
3 Badges
May 5, 2007
1.007
0
  • Arsenal of Democracy
  • Darkest Hour
  • 500k Club
Everything in one post - hopefully it will still be readable. ;)


Ulam migrated to USA in 1938 due to university chances there and poor atitude toward minorities in prewar Poland. I'm not 100% sure if he would stay in the more rightish Poland

As the tech team he is very important not only in nuclear but also in oil conversion techs - i think you'll need them when you capture SOV capital ;-)

Personally I don't believe the already failed political project of OZN would be pursued - local elections in 1939 show this for example and the influence of Endecja should rather diminish after the victorious war than the opposite.

MInd two other factors - the activities of minirities during the war would - as in real life - show that most of them remained loyal.

Two this superpolend couldn't sustain integrity without some concessions given to certain groups.

Considering the coming confrontation with the SU promethean movement would gain greater support - and most likely tolerant policy like the one conducted in the Volhynia (before endecja pushed to change the local government in 1938 of course) would become more populr and infact necessary.


Finally the war mobilised cooperation of all political forces - except the communists, but those were unimportant and never had any real support.

I really doubt that Ulam would stay abroad, but if he did there are others like
Leopold Infeld after all...

Rejewski is more important and is more plausible to bring back from dead as he was evacuated in Sept '39.
Without the need to be evacuated he should stay cause he is very important in encryption & computer techs.
Good Lord ! FOR SURE ! The game is really screwed up when it comes to the POL techteams - especially when it comes to the traditionally strong points of Poland - cryptology (now it is computer programing), mathematics, chemistry.


@robw963

You really need to do something - mind that even Banach disappears in 1945... which is stupid, because the whole pre-war school of polish mathematicians included a large number of characters - Ulam and Banach were some of them, but Lvov, Warsaw and Poznan 'produced' enough specialists.


It won't be unlikely for me to use this formation until I can build enough Mot Inf to fill each korp. I decided to mod in Hubal because he had to be one of the most exciting cavalry commanders in the Polish Army. It seem plausible that in this timeline who would rise through the ranks and move on to even greater things.
Hubal ? Major Dobrzański was indeed a talented leader and could reach considerable hights.

BTW - improved leader list -

http://rapidshare.com/files/171351569/POL_leaders.rar

now it lacks only communist-only commanders. Actually you can remove Zymierski and Swierczewski from your file - both would never achive anything in the POL army - first demoted for corruption was a NKVD agent from 1932, second was a drunkard and a nightmarish commander and thankfully led usually only Soviet forces (where he managed to lose 99,95 % of men in a division he commanded - five were left...) until 1945 when he achived the sad result suffering the greatest defeat in the history of Polish force during the 2nd WW...

Count on it! What would Poland be without cavalry! :D Be aware though, at this point in history, the traditional cavalry formation was pretty much obsolete. 1

Poland, however, is slightly unique though since the cream of their armed forces was the cavalry...an extension of their proud Hussar tradition from the great past. 2

It may not be the most strategically sound decision, but I can't imagine playing Poland without some kind of nod towards that tradition. 3

Actually not really.


1. The key question is the environment - the eastern borderlands with really bad infrastucture - mind that cavalry units were supposed to delay the Red Army thanks to their mobility and exceptional training.

I will remind that only in 1939 Red Army lost 447 tanks - 400 brooke down i n this terrain, while a number of German divisions 'run out of steam' reaching the territory - 5th Panzer Division for example almost crawled for several days due to bad roads and logisitcal problems.

2. Tradition is one thing, but other factors play their part too.

3. Actually strategy was the key to understand that. POland had to create its army to face primary the SOviet Union since against weak (for most of the interbellum) Germany it could count on its Allies - noone could foresee so suicidal attitudes with some politicians...

Second factor would be the cost and some random circumstances.

The Great Depression stopped motorization of the society and resulted in a number of bankrupcies and actually had to be rebuilt by the state.

This meant there were insufficient car production capabilities and not enough drivers. Not to mention the fact that oil industry was in trouble and the entire fuel infrastructure was mostly military...
Not enough drivers, not enough cars, not enough production power and not enough fuel - traditional cavalry was very much easier to train, provide, supply and better suited to the eastern environment.

For example the full (including civilian vehicles) difference between Poland and Germany in cars was like 120-250 to 1 !

It is important to add that - ALL military motor vehicles in Poland pre-war had to be reinforced for local conditions and that reliability of equipment was one of most important features demanded by the military.

Actually motorization would be a matter of future with new factories created in the late 1930s - for example the Lilpop, Rau i Loewenstein factory in Lublin, but cavalry would rather be MECHANIZED with vehicles more sitable to difficult terrain - usually with half-tracked vehicles.



Cavalry lobby was strong, but conditions demanded this formation to appear in meaningful numbers.
True elite of the army would really be cavalry, armured units, some elite infantry divisions and regiments (three 'legionary' divisions including the 'fanatical' iron hard Big One), independent rifle battalions, Border Guard unts, marine infantry battalions and of course the paratroopers - the often forgotten, still infant, but very interesting feature of the pre-war Polish army.

In that reality the true material forming the real elite wwere the men fighting in them and considering the number of cavalry officers commanding famous Polish units during the 2nd WW it indeed was the cream of the cream.:)





I will add once more - the presence of the cavalry much like the relative strenght and structure of the navy and the airforce had all important reasons behind them. Cost/effectiveness was and had to be a key feature in all cases.
Actually in recent, a couple of years many established myths have been undermined or destroyed - or just started to be targeted - which might reach wider audience in a decade if we are lucky.:)
Trully fascinating subject.
 

robw963

Miramanee!
32 Badges
Oct 26, 2004
1.490
990
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III Complete
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Imperator: Rome
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Knights of Honor
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • 500k Club
  • Victoria 2
  • Supreme Ruler 2020
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II
  • Hearts of Iron Anthology
  • A Game of Dwarves
That was my point: they also decrease the intial consumption, I tested it. That the continuous consumption is lowered is normal.
That's great to have confirmed...I guess I'm not surprised, it seems logical that a LW would afford this benefit as well.

Oops - I thought you know the original radio station you got photo from.
It's kinda famous, because it's the "official" cause of the WW2
Gleiwitz incident
BTW. You'll find soon enough the strength of the cavalry in russian forests and marshes
This is one of my favorite parts of doing an AAR. I've learned alot about Poland from doing this and continue learn more almost everyday. Thanks a lot for sharing the link. Really interesting.

I just spent the whole night reading this AAR. I can only say magnificent! The graphics are superb and the details you provide in each update make this AAR one of the most enjoyable ones I've read in AARland. Very good work! One just gained another reader!
I LOVE hearing that! Welcome here. I hope to continue holding everyone's interest.

thx for the chart rob :) too bad this option seems to be worse than both, the option 3 and 4.

i actually read only the AARs on this forum, so most probably somebody already had a similar idea -> the use of Mnt as mobile forces. on flat terrain they're as fast as normal infantry, but on hilly terain with forests (like the northern front of barbarossa) they can be useful for making encirclements.

btw what land doctrine are you planning to follow ?
Land Doctrine: I'm pretty much channelled into one of the 3 Grand Battle Plan Branches (Attritional Containment, Inflitration Assault or Operational Stages. Of these 3, I'm split between Infiltration Assault (IA) and Operational Stages (OS). I'm typically unenthsusiastic about abandoning doctrines. IA gives some nice bonuses to night fighting but increases the cost of building armor. OS is a decent pathway for the mobile formations I intend to build AND will aid in making Mot Inf faster and cheaper to build. We'll see where things stand in 1941 and make a commitment at that point. I think the general consensus is that IA the best choice here.

A nice big update is always nice.
and it only took me 2 weeks to produce! :rofl:

My unit analysis approach uses some slightly different calculations. You may find the logic behind them interesting.

I evaluate battle winning ability based on a combination of the standard BWA formula and speed. The issue here is that faster units can fight more often and hence use their ability more often. This can be logically argued as an effective increase in firepower. The argument goes that a unit that is twice as fast is twice as useful. This isn't really true but is close to it if you use the Kanitatlan tactical doctrine.

This formulation does breakdown in that it has no impact on your org regain requirements. Faster units fighting twice as often will need to stop for org regain sooner so their long-term BWA isn't improved nearly as much as the full speed scaling but the boost they give at start of campiagn really is proportional to speed.

On top of this being faster than the enemy is useful and this usefulness is very closely associated with actual speed advancing into enemy territory. If we assume a typical enemy speed of 4 (1939 Inf or brigaded 1941 Inf) then the benefit comes from speed above 5. Making a performance factor out of this starts to emphasise the useful differences between Cav, Mot I, Mot II+ and armour.

A final point is the benefit of being a hard target. The 70% hardness of armour will typically halve the damage/org loss taken by that unit with the SPA benefit adding another 10% benefit. This effectively doubles the BWA of armoured units compared to infantry.

As a side issue, I tend to focus on firepower based brigades (ie SPArt) but this is because I am usually pursuing a strategy of casualty minimisation. In your case I suggest you evaluate brigades by your own methods as you are going to be fighting to win rather than do so as cheaply as possible.
Thanks very much for the feedback. Your point about hard attack is well taken. I'm likely to go back and revise my BWA calculation to take the hard attack value into account. I expect this will result in the following:
1) Option 5 will be much more attractive than my current scoring system
2) Any option using Mot Inf '41 will get a little better.
3) cavalry won't seem quite as attractive as before.
I'll tweek my formula and update in a future post.

Facist France which use a republican symbol ?
Because RF, it's République Française :D
Let's not forget these "Republic" labels become pretty meaningless after awhile. Case in point: Democratic People's Republic of Korea...yeah right.

Man, those charts really are something, I wish I could be bothered to be so meticulous (and good enough at maths and charts ect.) to be able to make those things. How much do you charge to be hired as chief of staff and cheif of army?
Ha! give me a cool German helmet with a spike on it and you've got me. I'm weird...I enjoy the granular breakdown of information. I should probably spend more time finding a new girlfriend. :rofl:

Wow! That French mod looks cool, I'll have to check it out! :D
Not really a "mod" per se....just some pretty graphics I made while playing France. These kind of graphics help put me in the mood when I'm roleplaying.

Everything in one post - hopefully it will still be readable. ;)
*snip*
You really need to do something - mind that even Banach disappears in 1945... which is stupid, because the whole pre-war school of polish mathematicians included a large number of characters - Ulam and Banach were some of them, but Lvov, Warsaw and Poznan 'produced' enough specialists.

BTW - improved leader list -

http://rapidshare.com/files/171351569/POL_leaders.rar

now it lacks only communist-only commanders. Actually you can remove Zymierski and Swierczewski from your file - both would never achive anything in the POL army - first demoted for corruption was a NKVD agent from 1932, second was a drunkard and a nightmarish commander and thankfully led usually only Soviet forces (where he managed to lose 99,95 % of men in a division he commanded - five were left...) until 1945 when he achived the sad result suffering the greatest defeat in the history of Polish force during the 2nd WW *snip*
I snipped down your post somewhat to focus on responding on a few points here. I'm resisting the overall temptation to drastically mod the game just because Paradox (and I do agree with you) got many details regarding Poland wrong. I suspect it has more to do with gameplay balance than anything else rather than any evil plot to deny Poland its rightful brilliance. My original intent for this AAR was to show a method of playing as Poland within the admittedly screwy constraints of this game. Blowing away all the leaders and modding in a whole bunch new tech teams kind of rubs against that original idea....know what I mean? BUT...I will admit you (and others) have made some really valid points and i want to selectively add a few mods...Ulam and Banach are prime examples...and beyond that I've added Hubal and will likely add a few others more for fun than anything else. Sorry to disappoint...but it's all about balance. Truth is, Poland is going to BLOW AWAY EVERYONE...even without the fixes you've suggested. I actually relish the challenge the handicapped version of Poland gives...makes the game more challenging but yeah...sure..at the cost of strict historical accuracy. Please know I do appreciate your thoughts...as always...and was particularly fascinated by your explanation of motorization.
 
Last edited:

cegorach

Colonel
3 Badges
May 5, 2007
1.007
0
  • Arsenal of Democracy
  • Darkest Hour
  • 500k Club
There is no plot (I am not those madmen from certain political circles) - it is just plain and usual incompetence.:)

Since it is present from the beginning it certainly wasn't just to remove any possibility that those teams would be taken over and used by other factions.

The rest is obvious.;)

Though removing Zymierski - an unusually good panzer leader for some reason - and Swierczewski or simply NOT using them (either or they can command garrisons in Siberia) would be a really good idea.

BTW - here is the beginnng of my work on soviet puppet revolter Poland.

http://www.terranova.dk/viewtopic.php?p=50554#50554

+ for the future, really late reference you might like this design

TS 16 Grot





Pulse jet engine was built and tested in years 1931-33. Can imagine the direction would be developed thanks to the resources gained after the victory and after German rocket technology was analysed a bit.
After all massive quality advantage would be a decisive factor as the game continues.
 
Last edited:

unmerged(94130)

Lt. General
1 Badges
Mar 5, 2008
1.307
0
  • Hearts of Iron II: Armageddon
Let's not forget these "Republic" labels become pretty meaningless after awhile. Case in point: Democratic People's Republic of Korea...yeah right.
But according to the picture, the facist France is "l'Etat Français",so why on the symbol is it writen "République Française" ?
And if facists want to create a brand new state, they would remove every symbols of precendent state...
The Petain's flag would be more appropriate :eek:o
 

unmerged(81979)

Cisár všetkých Slovákov
5 Badges
Aug 10, 2007
3.651
0
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Pillars of Eternity
But according to the picture, the facist France is "l'Etat Français",so why on the symbol is it writen "République Française" ?
And if facists want to create a brand new state, they would remove every symbols of precendent state...
The Petain's flag would be more appropriate :eek:o
Seconded, unless, rob, you just want to make the fascists look like something their not, which could lead to an intriguing number of thoughts, like "What are they hiding?" :D
 

unmerged(95076)

Captain
Mar 20, 2008
422
0
There is no plot (I am not those madmen from certain political circles) - it is just plain and usual incompetence.:)

Since it is present from the beginning it certainly wasn't just to remove any possibility that those teams would be taken over and used by other factions.

The rest is obvious.;)

Though removing Zymierski - an unusually good panzer leader for some reason - and Swierczewski or simply NOT using them (either or they can command garrisons in Siberia) would be a really good idea.

BTW - here is the beginnng of my work on soviet puppet revolter Poland.

http://www.terranova.dk/viewtopic.php?p=50554#50554

+ for the future, really late reference you might like this design

TS 16 Grot





Pulse jet engine was built and tested in years 1931-33. Can imagine the direction would be developed thanks to the resources gained after the victory and after German rocket technology was analysed a bit.
After all massive quality advantage would be a decisive factor as the game continues.
TS 16 GROT was from 1958 I believe.
 

Kurt_Steiner

Katalaanse Burger en Terroriste
Feb 12, 2005
19.881
599
The project was started in 1958 and cancelled in 1964 for unknown reasons before production could start
 

Phax

First Lieutenant
46 Badges
Oct 12, 2003
259
0
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Leviathans Story Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Common Sense
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Hearts of Iron II: Armageddon
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
Just one more thing about the Fascist French mod I was talking about. Here's the background I made for that that someone might find useful:
Would look much more professional without the tank, airplane, soldier and ship. The rest looks really good though.
 

cegorach

Colonel
3 Badges
May 5, 2007
1.007
0
  • Arsenal of Democracy
  • Darkest Hour
  • 500k Club
The project was started in 1958 and cancelled in 1964 for unknown reasons before production could start
Those 'unknown reasons' is Soviet pressure - no non-soviet fighter could be produced in the Soviet block and TS 16 was a very decent design.

Still, does Doomsday include supersonic fighters (didn't play the vanilla for a while...) ?
 

robw963

Miramanee!
32 Badges
Oct 26, 2004
1.490
990
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III Complete
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Imperator: Rome
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Knights of Honor
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • 500k Club
  • Victoria 2
  • Supreme Ruler 2020
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II
  • Hearts of Iron Anthology
  • A Game of Dwarves
Yes....there are supersonic aircraft in Doomsday.

 

robw963

Miramanee!
32 Badges
Oct 26, 2004
1.490
990
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III Complete
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Imperator: Rome
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Knights of Honor
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • 500k Club
  • Victoria 2
  • Supreme Ruler 2020
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II
  • Hearts of Iron Anthology
  • A Game of Dwarves

cegorach

Colonel
3 Badges
May 5, 2007
1.007
0
  • Arsenal of Democracy
  • Darkest Hour
  • 500k Club
Yes....there are supersonic aircraft in Doomsday.

I wonder if there is an icon which can be used to represent the Grot.

Will have to check other nations' sets.:)
 

unmerged(94130)

Lt. General
1 Badges
Mar 5, 2008
1.307
0
  • Hearts of Iron II: Armageddon
The fact still remains that this symbol was used by Republique Francais and it incorporates a fascist symbol (the fasces and axe). I wouldn't fret over this too much, it was just a silly background I made years ago!
http://translate.google.com/transla...&hl=en&safe=off&rlz=1T4GGIH_enUS279US279&sa=X

It's not an uncommon symbol and appears in the US Senate as well: http://i76.photobucket.com/albums/j3/KarlSpackler/Congress.jpg
The problem is RF...if Facist take the power in French, they wouldn't keep the symbol of the precedent regime.

http://www.parisenimages.fr/fr/galerie-des-collections-selection.html?mots=wagram
http://fr.wikipedia.org/wiki/Fichier:VichyFlag.svg

Facist and Petain's flag
:)
 

unmerged(92474)

Corporal
Feb 7, 2008
48
0
It's a nice AAR and the graphics are the best i've ever seen in AARs.
You make a mistake with the profit calculation with the trade routes, you also count the initial 100 % as a profit.
A value of 0.66 does not mean you made a profit of 66%, you have a loss of 34 %.
The other thing i want to mention is, that it is a bad idea to group tanks together with MotInf. The tanks can still fight, when the MotInf have lost their ORG and take cassualties. So grouping them together just increases the losses, the combined armed bonus is not worth it.
 

robw963

Miramanee!
32 Badges
Oct 26, 2004
1.490
990
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III Complete
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Imperator: Rome
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Knights of Honor
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • 500k Club
  • Victoria 2
  • Supreme Ruler 2020
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II
  • Hearts of Iron Anthology
  • A Game of Dwarves
...i want to mention is, that it is a bad idea to group tanks together with MotInf. The tanks can still fight, when the MotInf have lost their ORG and take cassualties. So grouping them together just increases the losses, the combined armed bonus is not worth it.
I'll have to disagree with you on this one and here's why:

  1. yes, you may be right in saying that a korp comprised exclusively of armor is more powerful from an offensive firepower point of view, but that simply artificially compares unit stats on a 1:1 basis. It fails to recognize the overall force composition of the entire army.
  2. i think you may have forgotten that I intend to create anywhere from 18-24 mobile korps (each of 3 divisions). That implies anywhere from 54-72 armored divisions (a completely unsustainable number). Not only would that create an unbearable strain on my TC (negatively effecting the combat effectiveness of EVERY SINGLE unit I have), but it would also be insanely expensive to produce that many armor units from an ICdays perspective. As a rule of thumb, the TC load of 1 armored division is equivalent to approximately 10 infantry divisions. Mot Inf typically has less the half the TC load impact of an armored division. Also remember, I'm not Germany with all that lovely IC, I'm Poland. I'm relatively poor and I need to think economically.
  3. the way I'll use armor formations is by exploitation maneuver and enemy unit encirclement. This is where the +15% defensive combined arms modifier comes into play. The mobile formations MUST be able to defend an encirclement perimeter deep inside enemy territory. I'm less concerned about the attack potential of a mobile formation and i'm much more concerned with its speed, TC load, and defensive capabilities. I'll let my infantry formations do the job of punching holes in the front line. The mobile formations' job is to exploit the hole, race into position and defend an encirclement perimeter.
  4. i'm looking at overall force potential rather than simply isolating individual unit/formation capabilities

when can we expect another update, can't wait for more!
My typical update schedule is on weekends and in the 4 months I've been doing this AAR I've only missed a weekend update once. This is a crazy time of year with the holidays, family commitments, work stuff, etc, so I can't promise I'll never miss an update again, but know I WANT to update every weekend and wish I could do more. Thank you for being interested though! It's a real motivator for me when I know people are eager to see more. :) EDIT: Oh! and thanks for the plug in your sig!
 
Last edited:

Timmie0307

Lt. General
7 Badges
Mar 24, 2008
1.326
1
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron III
  • Victoria 2
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
My typical update schedule is on weekends and in the 4 months I've been doing this AAR I've only missed a weekend update once. This is a crazy time of year with the holidays, family commitments, work stuff, etc, so I can't promise I'll never miss an update again, but know I WANT to update every weekend and wish I could do more. Thank you for being interested though! It's a real motivator for me when I know people are eager to see more. EDIT: Oh! and thanks for the plug in your sig!
No Problem, when you're one of the best, you deserve to be mentioned! :D

I know all about Chirstmas, but can we expect one final update in 2008?

Tim
 

Akaki

Wile E. Coyote, Genius
38 Badges
May 29, 2004
1.302
9
  • Age of Wonders III
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Magicka 2
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Surviving Mars: First Colony Edition
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Cities in Motion 2
  • Hearts of Iron III Collection
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
Yesterday I've tried my own game as Poland... few times... I have a different starategy, I always go for 3 factory runs and then infantry (used to always work out well), but now... I just dont know what's going on, but UK NEVER influences me towards Free Market - that was the key point of my 3rd factory run. I've tried 4 games and got only 1 move towards open society and 1 standing army - at max. Is that because of "extremely fast" game speed? Today I"ll try to do it with only 2 runs.