Russia and Italy entry

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SSupras
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Russia and Italy entry

Post by SSupras »

When both of this countries enters the war, CP have their first move. This makes that Warsaw, Milan and Venice falls easily in one turn (I'm not talking about AI, even the human Entente player can do anything with that).

Is that a way to fix it? I know it might be difficult for Italy, because you can declare war to them a turn earlier and this will have the same result, but maybe defending forces can be strengthened, or declaring war against Italy should be impossible during (for example) 5 turns before their entry?
DukeOfLight
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Re: Russia and Italy entry

Post by DukeOfLight »

well not quait....you can send russian troops to defend warsowm but in the end warsow is to close to germany and AH, better protect the riga coridor....and defend in deph, and then atack the german and ah troops with your superior forces, wait until you have 50% plus more trops than they have...and then atack.
Umeu
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Re: Russia and Italy entry

Post by Umeu »

venice and milan dont fall within one turn (atleast not in the 1914 scenario). warsaw does and i think that there should be a bigger army there or atleast an infantry unit guarding warsaw. how it is now i usually just give up warsaw, the 10 morale hit you take anyway and its not worth to defend all the way out there, stretching the line in an akward position. i prefer to hold the line at brest-litovsk and the fortress below riga.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Aryaman
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Re: Russia and Italy entry

Post by Aryaman »

As I said in another thread, Warsaw historically fell one year after war declaration (August 1915) because in RW it was defended by an entire Russian army.
Venice can be taken by the CP the first turn provided they had one arty unit available, that and an attack by 2 inf units usually do the trick. Very unhistorical, of course. Italy started the war with 1.200.000 soldiers deployed in the front line, an army larger than that deployed by France in 1914.
Smirfy
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Re: Russia and Italy entry

Post by Smirfy »

The AI took Milan off me in one turn with a Cavalry unit in one of my games
SSupras
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Re: Russia and Italy entry

Post by SSupras »

If somebody says that he can defend Warsaw, Milan and Venice then maybe he can prove it to me in MP game? :D

Because in my games (no matter if against AI or human), if I play CP I will SURELY conquer this cities in initial turns of war against Russia and Italy...

So, DukeOfLight and Umeu, these cities WILL FALL IN ONE TURN and YOU WILL NOT BE ABLE TO SEND REINFORCEMENTS to defend them because it all happens BEFORE YOUR FIRST MOVE.
Umeu
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Re: Russia and Italy entry

Post by Umeu »

i agreed warsaw will fall as it is now. perhaps milan and venice fall vs cavalry unit, i dont know. i suppose the only reason for that is that the units arent teched up to match the AH troops. but anyway, if the AH can miss that many quality troops to prepare for the italian front you are doing something wrong along other fronts.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
SSupras
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Re: Russia and Italy entry

Post by SSupras »

Conquering Milan takes just one unit. Venice needs two inf and one art. In my opinion, those are not big forces, because even if you want only to defend against Italians, you need more troops. Conquering Venice also secures Vienna from Italian zeppelin air raids and shortens the future defense line, so that's classical must-achieve-before-starting-to-defend. And in my games I managed to finish off with Serbs just before Italy, so I have spare forces just on time.

Italians near Venice should be entrenched and that makes the thing (or they should have one more unit between Venice and border with AH). And definitely Milan needs unit inside the city (or closer to the border) at the beginning.

Umeu, if you think that I'm doing something wrong along other fronts let's play and you will check me out. :D
Umeu
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Re: Russia and Italy entry

Post by Umeu »

im open to play anytime. but just to be clear, im not calling you out or anything. ive never just noticed the thing about italy. i knew venice could be attacked early on, but i guess i never had an artillery there to take it. however you wont take serbia from me before italy joins, that i can promise you. host the game, pm me the pass and lets play :) i got 4 hours right now.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
SSupras
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Re: Russia and Italy entry

Post by SSupras »

Thanks for your will of playing with me. Maybe we can put it after a patch will become official (non-beta)?

Because I'm quite busy till the end of the year.
Umeu
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Re: Russia and Italy entry

Post by Umeu »

sure no problem.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
majpalmer
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Re: Russia and Italy entry

Post by majpalmer »

Warsaw and Italy are easy mod fixes. For the former, you just need to switch an infantry unit that starts somewhere else with the garrison in Warsaw. For the latter, you need to relocate a bunch of Italian garrison units from the rear to the border so that they form a continous line.
stockwellpete
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Re: Russia and Italy entry

Post by stockwellpete »

The Battle for Warsaw in 1914 looks to have been a very large engagement with the Germans heavily outnimbered . . .

http://en.wikipedia.org/wiki/Battle_of_ ... tula_River
Umeu
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Re: Russia and Italy entry

Post by Umeu »

majpalmer wrote:Warsaw and Italy are easy mod fixes. For the former, you just need to switch an infantry unit that starts somewhere else with the garrison in Warsaw. For the latter, you need to relocate a bunch of Italian garrison units from the rear to the border so that they form a continous line.
the army at brest litovsk should start out at warsaw.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
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