Erik2 wrote: ↑Sat Mar 21, 2020 9:44 am
A few random thoughts after playing only 4 turns
obj 10 facilitites: add map markers
ships: change to player control, they may only move in ports anyway
change to full strength + 5 (?) damage trigger
trains just decor?
maybe add obj 'do not lose more than x fighters'?
Edit: it seems all Finnish fighters are DXXIs. Maybe replace some with the 3 other fighter types available?
Same goes for the Sov fighters, more variability adds to the fun.
Edit2: the Sov bombers seem to ignore the garrison unit. Maybe they can't spot it in the city hex?
After turn 10 the garrison got some attention.
. . . Maybe add Sov air commanders? The Finns will probably have a couple by now.
Erik, let me address these things first.
Why didn't I add map markers? I'm trying to remember. Certainly, identifying the various structures would be cool. Let me go check . . .
. . . oh, I remember why. The flags would only serve the purpose of identifying the named hex without hovering over it. Trouble is, as long as the concrete bunker survives, it obscures the name. After it is destroyed, then the flag remains and so does the name but it seems a bit macabre: "Here lies the lamented Fishery for eternity (or until is is rebuild after the war as either a capitalist or communist facility). However, it adds to the "What are we fighting for?" feeling to have the facilities named, so I placed markers directly to the southeast of each one (and relocated a few other place names) so that the flag in the northwest portion of the hex would be next to the corresponding facility. A bit busy, but I think this works:

- Screenshot 1.jpg (573.26 KiB) Viewed 2618 times
Ships: I originally had them under human control but then I discovered (before Gabe did) the cheat of using resource points to repair them because they are sitting on port hexes. I couldn't have docked ships without port hexes (piers), so they joined the garrison, trains, and cargo trucks.
Trains (and cargo trucks): Yes, decor. Just me playing with my train set.
Added objective: "Do not lose more than three aircraft units."
All Finnish fighters are DXXIs: That was a design choice for two reasons: 1) I wanted to pick one historic Finnish fighter squadron and it was
No.24 Squadron which "was the most successful fighter squadron of the Finnish Air Force during World War II" (the author means Winter War and Continuation War as part of WWII) and that "unit was still equipped with Fokker D.XXIs when the Soviet Union attacked Finland on November 30, 1939." 2) Rightly or wrongly, the game has Fokker D.XXI as the weakest of the various fighters available to Finland. I wanted to use 12 fighters (fill up two hangars) but I had to beef up the Soviet air raid and downgrade the Finnish AA units to get it nearly balanced. Same reasoning in reverse: Overall, with its greater range and fuel, the Soviet I-16 is stronger than the biplanes.
City garrison: It's funny that you mentioned it. For a long time, I couldn't figure out why the bombers would not attack the garrison even though I sent them directly there. At the last minute, I realized that I had placed the garrison on a city hex and they were concealed! After I removed their cloak of invisibility, the bombers should attack when directed. Due to the choreography, the bombers generally will hit outlying targets first before heading for downtown.
Soviet commanders: Added. Also unlocked the two Finnish commanders for the standalone version, to restore some balance.