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I just published the Addon update introducing German strategic bombers as payment tokens.bondjamesbond wrote: ↑Sun Feb 26, 2023 8:26 pm Then you will have to make full - fledged ports ! Convoys with valuable cargo should be escorted from warships so that wolf packs and bombers would not completely deprive England and the USSR of Lend Lease support ) Axis countries should also be given additional ports and cash cows , then it would be possible to unload ammunition and fuel directly into the sea )
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Locarnus wrote: ↑Tue Feb 28, 2023 10:33 pmI just published the Addon update introducing German strategic bombers as payment tokens.bondjamesbond wrote: ↑Sun Feb 26, 2023 8:26 pm Then you will have to make full - fledged ports ! Convoys with valuable cargo should be escorted from warships so that wolf packs and bombers would not completely deprive England and the USSR of Lend Lease support ) Axis countries should also be given additional ports and cash cows , then it would be possible to unload ammunition and fuel directly into the sea )
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First for strategic transports (sea, train, air) and smaller German naval vessels.
Every penny you spend on ships, you will miss for other frontlines.
And navy purchases are at the moment only available from turn 16 onwards, so you can not attempt to catch up to the British navy in 1941.
Went with [starting number of transports] + [max number of purchases] * [transports per purchase] for now:
8 + 3*1 sea transports
5 + 3*2 train transports (one strat bomber buys two trains)
2 + 3*1 air transports (for land units)
So you start with 5 available trains. You can make three purchases. Each purchase gives you two additonal trains and costs you one strat bomber (~530 prestige).




Having British units tied to convoys could provide a greater incentive to fight the Battle of the Atlantic.bondjamesbond wrote: ↑Wed Mar 01, 2023 5:36 am Well , let 's try out your experiment ! If the convoys that have reached will add units or prestige , the player will take care of them !The other side will try to sink the ship with all its might , since it is probably better to give prestige for every sunk ship , even if not much , but there should definitely be a reward )Let the partisans attack the rails and bridges , then the garrisons and the gendarmerie and the punishers will be of use )

Because the AI fleet is now underdeveloped ) Sea battles can be carried out if everything wakes up to function correctly))) Yes, convoys will have to be protected and guarded, but it is necessary to raise the incentive for each drowned ship so that the player will receive a reward, albeit not a big one))Locarnus wrote: ↑Wed Mar 01, 2023 7:33 pmHaving British units tied to convoys could provide a greater incentive to fight the Battle of the Atlantic.bondjamesbond wrote: ↑Wed Mar 01, 2023 5:36 am Well , let 's try out your experiment ! If the convoys that have reached will add units or prestige , the player will take care of them !The other side will try to sink the ship with all its might , since it is probably better to give prestige for every sunk ship , even if not much , but there should definitely be a reward )Let the partisans attack the rails and bridges , then the garrisons and the gendarmerie and the punishers will be of use )
At the moment, submarine reinforcements and especially losses seem to outweigh the benefits of waging the submarine war.

On August 31, 1941, the first Arctic Allied convoy with strategic cargo arrived in Arkhangelsk, undetected by German aerial reconnaissance, codenamed "Dervish". Officially, the convoy did not receive the letter letter PQ, but in the literature and the media there are mentions of this convoy under the letters with the number PQ-0.
During the war years, 40 convoys consisting of 811 vessels passed through the Arctic waters to the Soviet Union. In the opposite direction, 715 ships with QP numbers left for the ports of Great Britain and Iceland as part of 35 convoys.



Locarnus wrote: ↑Mon Apr 24, 2023 4:28 pm With both goose_2 and Duedman essentially defeating the Soviet Union around turn 60, I wonder what can be adjusted in that respect.
They played with different versions (without and with Addon), as well as gameplay (rng) and difficulty settings.
Neither engaged in the battle of the Atlantic and both heavily relied on Flak exploitation to defeat the Allied bombers.
They both used different strategies against the SU (Moscow priority, unit upgrades), but the key for success was imho their previous experience with the scenario.
After the focus on and essential defeat of the SU between late 1943 and early 1944, it was only a matter of time to crush the western Allies.
Even the "second half" of the fight against the SU (turns 30-60) was more of a mop up operation.
The SU reinforcements just trickled in and could be defeated separately, after the loss of a chohesive frontline in the East.
So my question is, how to bolster the SU in the mid game and thus make the end game more fun for non-blind playthroughs?
BE 2.4, General+, normal random, -Undo, w/o pre-scenarios.
Are you saying that the SU is considerably harder to defeat in BE 2.4 than in BE 2.3?
I think yes.
Hm, I do not believe those things to make a great enough difference against the SU when it counts the most.Intenso82 wrote: ↑Tue Apr 25, 2023 9:56 amI think yes.
I tried to play in BE 2.4 it was more challenge after turn 60.
Normal random - makes it possible to lose valuable units.
-Undo - does not allow use recon cheat.
w/o pre-scenarios - the player will have less prestige and experienced units on start Barbarossa.
Realistic+ version - gives pressure on fuel limits.

I would also expect this to make a difference.Intenso82 wrote: ↑Tue Apr 25, 2023 9:56 amI think yes.
I tried to play in BE 2.4 it was more challenge after turn 60.
Normal random - makes it possible to lose valuable units.
-Undo - does not allow use recon cheat.
w/o pre-scenarios - the player will have less prestige and experienced units on start Barbarossa.
Realistic+ version - gives pressure on fuel limits.
Needs to be tested in practice)
At the same time, with less prestige.Locarnus wrote: ↑Wed Apr 26, 2023 12:01 pm Imho something more is necessary.
Once the Axis crushes the dynamic SU frontline, SU reinforcements can be defeated piecemeal when they trickle in.
And taking crucial objectives like Moscow, Leningrad and Baku makes that even easier.
The AI is just too inept to reestablish a critical mass, even locally.
Perhaps it would make sense to "bunch up" reinforcements a bit more to compensate that AI restriction.
Resulting in at least some credible counterattacks, rather than a steady stream of easily defeated "finger food".
As far as I remember in the early versions of the mod there was such a mechanic (i.e. the SU got less units attacking early on if the Axis was more passive), but it may have been removed at some point in the past. I think now it mostly means that if the Axis player focuses on Sea Lion at the start and stays on the defense in the east then the historical Soviet offensives of 41-42 will not be as damaging and would be easier to stop. Mainly because of the distance between the area of those operations and the Soviet border. Additionally, the unit strength damages of the first winter can be avoided if the Axis army does not advance to the east.jchello wrote: ↑Thu Apr 27, 2023 1:54 am Quick question for a newbie and forgive me if this has been covered before. In the description for Operation Barbarossa on the grand campaign it suggests not to take any russian victory cities if you plan on doing operation Sea Lion for risk of "angering the Russian bear too much". Can anyone tell me what this actually means in practice? If I am going to forgo all the prestige that could be gained from those cities I would like to know that it is worth it in some tangible sense. Does this mean that the russians will not get as many reinforcements or some such? Thanks!
I agree. In addition, I think Goose made great use of the pre-scenarios, mainly by selling a core unit and replacing it with another SdKfz 232 (8 rad), if I remember well. Thereby he could attack with two of these highly mobile 8-wheeled recon units in 1941 instead of just one. I think it was also exacerbated by his use of the recon-undo "trick", as he calls it. Basically whenever he moves recon type units, he leaves them a few movement points and then presses the "Undo" button, which allows him to resupply them in the same turn (after moving them). In this way his recon units never run out of fuel and never have to spend a whole turn resupplying, unlike any other ground unit. This is clearly a game bug, which should have been fixed by the developer at some point, but never was. Now, since the race for Moscow in 1941 is so crucial, this exploitation of a game bug (which was unknown to me until I saw him doing it) can break the balance quite significantly and there is not much I can do about it, unless suggesting players not to use it or play the game with the "Undo" option unchecked.
It is somewhat harder. As to what it means "considerably" may be subject to debate. Perhaps Uhu, and others who played both versions can share more of their experiences in this matter.
Yes, that's the original idea since v1.0.
Yes, that may be correct. However, I think it is fair to assume that had the Axis captured Moscow (and/or Leningrad, etc.), Soviet resistance would have become less organised and more chaotic after that.Locarnus wrote: ↑Wed Apr 26, 2023 12:01 pm Imho something more is necessary.
Once the Axis crushes the dynamic SU frontline, SU reinforcements can be defeated piecemeal when they trickle in.
And taking crucial objectives like Moscow, Leningrad and Baku makes that even easier.
The AI is just too inept to reestablish a critical mass, even locally.
Perhaps it would make sense to "bunch up" reinforcements a bit more to compensate that AI restriction.
Resulting in at least some credible counterattacks, rather than a steady stream of easily defeated "finger food".


Currently the SU gets the historical number of Western (Lend Lease) units, in proportion to the Soviet home produced units. Increasing the number of western units would change this historical ratio to an unhistorical one, making the western units over-represented.
I think your argument is highly speculative: historically only a relatively small portion (about 25%) of the US aid to the Soviet Union was sent via the North Atlantic - Arctic Sea route. And of this only about 7% was lost, 93% arrived safely, despite German efforts to disrupt this flow. The majority of the US aid was sent via the Pacific route (50%) and the Persian corridor (25%). And these two routes could not be disrupted by the Germans.This would give a further incentive to the Axis player to actually wage the "Battle of the Atlantic".
It would also buff the Soviet Union, if the player does not conduct this trade war (which is the default among experienced players at the moment).
Rough implementation does not require more AI zones.
It could be argued that the Western Allies would have sent more help to the Eastern Front, if the supply to the UK itself would not have been contested.


My point is, that the scenario becomes "unhistorical" in the first player turn, and thus everything becomes a matter of plausibility.McGuba wrote: ↑Mon May 15, 2023 7:45 pmCurrently the SU gets the historical number of Western (Lend Lease) units, in proportion to the Soviet home produced units. Increasing the number of western units would change this historical ratio to an unhistorical one, making the western units over-represented.
Imho it is even more speculative that the Germans would keep building submarines, if the built ones are just hoarded without being used for those 2 "crucial" years (1942, 1943).McGuba wrote: ↑Mon May 15, 2023 7:45 pmI think your argument is highly speculative: historically only a relatively small portion (about 25%) of the US aid to the Soviet Union was sent via the North Atlantic - Arctic Sea route. And of this only about 7% was lost, 93% arrived safely, despite German efforts to disrupt this flow. The majority of the US aid was sent via the Pacific route (50%) and the Persian corridor (25%). And these two routes could not be disrupted by the Germans.This would give a further incentive to the Axis player to actually wage the "Battle of the Atlantic".
It would also buff the Soviet Union, if the player does not conduct this trade war (which is the default among experienced players at the moment).
Rough implementation does not require more AI zones.
It could be argued that the Western Allies would have sent more help to the Eastern Front, if the supply to the UK itself would not have been contested.
German efforts, however signficant they were, could only cause partial disruption at best and only for limited time. Had these efforts were more successful, it is probably more likely that the Allies would have tried to send more aid through the other two routes.
Yes, it is a matter of balancing.McGuba wrote: ↑Mon May 15, 2023 7:45 pm Nevertheless, I agree that it may be beneficial to make it somewhat more worthy for the player to use the u-boats (and perhaps the Kriegsmarine) to attack the convoys instead of conserving them for D-day or a late war Sea Lion.
For example each destroyed convoy unit could result in one less Allied unit (Western or Soviet), that would otherwise appear later. This could mean not only one less Lend-Lease Soviet unit in the east, but perhaps rather one less Western air unit appearing in the UK or one less ground unit for D-day.
Also, if there are too many active German U-boats in 1944, perhaps there should be even more Allied destroyers appearing to better protect the D-day invasion and/or Sea Lion (at least in the single player version). The Allies had a fairly good intel on the actual strength of the German U-Boot Waffe, and if it had been any stronger than it was then most likely they would have provided even more escort to the invasion fleet.
Not everything is kept on "historical" rails regardless of player choices or achievments, e.g. Soviet counter offensive in December 1941 being less lethal if Moscow is captured by then, D-day not happening if Sea Lion is successful, etc. There are of course a lot of speculation in these but I think they are more or less plausible. I just think that claiming that the Allies would have sent even more help to the Soviets had the Germans were less enthusiastic about attacking the Atlantic convoys may be a bit too far-fetched. As they could have used their extra unused resources to many other things such as a more effective blockade of the continent like they did in WW1 or an even stronger strategic bombing campaign.
Well, that's probably (partially) true, at least in the single player version. There could be some more balancing reaction in that case, it is just hard to find the right balance and to implement it. So that there could be different outcomes whether or not the Axis player engages in the Battle of the Atlantic and if he does then to what extent and to what success.My primary concern is, that "war production" reaches the front lines. And if there is no Battle of the Atlantic, then imho both Allies and Axis would certainly find a way to shift their war production to existing (or new) front lines.
At the moment, practically only the player is able to do so, without balancing "reaction" on the Allied side.
For sure, the only question is, what it means to "underperform"? Compared to what? Since most of the Allied naval movement is randomized it is also a matter of luck, to be honest. Some players may be more lucky than others, only because they may attack with less u-boat units but those may find and destroy more Allied convoy units. Then of course the problem if someone plays with or without normal (random) dice rolls. Then the highly randomized and hard coded submarine evasion event. There are just too many variables here to balance it "correctly". As again, what should be regarded as "correct" when we only know for sure what happened historically.Thus Allied units would have to be added on top of the existing ones (to the eastern and/or western fronts), which would then only spawn if the player underperforms the "Battle of the Atlantic".
It is really hard to find the balance here. My rough estimate, if I remember well in my "historical" playthroughs (when testing the actual latest version and when I played more or less historically) was that I could usually destroy only around 10 or even less Allied convoy units in the scenario. In these I only used the U-boats, and not the Kriegsmarine, with limited air support (only the two starting "sea planes", the Condor and the BV 138) and of course no recon-undo cheat or save reload or things like that. Which in effect can also distort the result quite significantly, if we are here.On the other hand, if the player overperforms in the "Battle fo the Atlantic", some of the currently existing Allied units can be taken away.

