fgiannet wrote: ↑Sat Sep 25, 2021 4:26 am
Yeah, there was emotional tension alright. I hurled expletives and often had to take walks after playing a turn (I got good exercise!). Couple hours later I would often come up with a new plan despite vowing to leave it alone. This scenario required me to constantly reevaluate the situation and that is something that does not happened in PC defensive scenarios very often. You really showed how incredible this game can be in the hands of a true master. It was one of the greatest and most memorable gaming experiences of my life. I am playing much better due to your mod (making sure I have units spotting everywhere, etc.). You identified key aspects of the historical situation and made exciting/intelligent changes to the game with the precision of a neurosurgeon.
So many compliments
But there is still a lot that can be improved.
One aspect is a more historically accurate correspondence to the number of types of Soviet units.
For example, there were too many Cavalry units in the mod, due to the fact that 1 unit is presented as a division.
Although in the case of the cavalry, it is closer to the corps of the 3 divisions.
But, a large number of new cavalry formations in 1941(about 60), this is the so-called "raid cavalry division".
According to the state, this is 3000 man. Therefore, 1 cavalry unit should be about 5 cavalry divisions.
In the next version, the number of cavalry will be reduced.
Also, a long time ago, we discussed with MсGuba about Soviet artillery, with his help, many new icons appeared.
Now in mod there are more than 25 types of Soviet artillery. I think in war games this is the most complete unit roster.
Of course, their characteristics are not so different))
fgiannet wrote: ↑Sat Sep 25, 2021 4:26 am
You have actually inspired me. I am now playing the Soviet Inferno Mod and have modified the equipment file (using some concepts from your mod as well as adding new ones in the same spirit). Now, with the tweaks I have made, I can model/see why the KV tanks become less useful as the war goes on and why a T-60 is better than nothing at all. The base game does not model that but you have shown me the way to get so much more from the game (while learning about history as I play and having to use better tactics).
Yes, not all ideas have been implemented yet.
Basic for the Soviets are:
Infantry is a limitation on the number and type in the path of upgrades (regular(cadre), conscripts, sappers, marines, etc.)
Armored vehicles are fuel limitation.
Artillery is the limitation of ammunition.
Aviation is a spot range limit.
Transport is a limitation of the availability of an upgrade.
Ships are the impossibility of replace.
fgiannet wrote: ↑Sat Sep 25, 2021 4:26 am
I agree with you in regards to the biased deprecating view that Gen Snow and Gen Mud stopped the Germans as well. A lot of the books I had read in my youth often said that and I held that belief for many decades. Panzer Corps actually helped me to look a little deeper (as well as traveling and realizing that people are people, despite differing cultures, where ever you go). One thing your model shows; German casualties, especially during Barbarossa, are a big deal. To lose a Soviet Division is not good but the frontline will survive. To destroy a German Division is a BIG deal. There are only so many of them. Once again, you modeled that perfectly Ace!
"If General Mud and General Snow had served in the Red Army, they would have been shot for treason"
Historians believe that in November, when the Germans were advancing, light frosts helped the Germans and made the roads more passable. Because they reduced the mud.
At the same time, severe frosts began after December 7, when the counter-offensive of the Red Army began.
In this situation, the Germans were already in stationary positions and the Soviet troops in less favorable conditions in the snow.