bru888 wrote: ↑Wed Apr 21, 2021 8:59 pm
For one thing, the partisans don't need supply. For another thing, the paratroopers have three turns to fix things if they are cut off from supply. It sounds like you like this challenge.
Oh yes! It was super fun. This whole idea can be done wrong, where supply is lacking for example, or right, like here: The paras are super strong against almost all town's garrison forces. This means - in case of emergency - that I can take each town in 1-2 turns and wait and entrench my unit there until they're fully supplied again. Perfect!
But yeah, for me and my (probably too aggressive sometimes) playstyle, the supply "challenge" was the best part IMO. Yeah, sure, I had a ton of Partisans, but they are very weak and take a ton of damage each time. And the thing is, they can ONLY be repaired inside fiendly territory, thus I
needed some of my own territory nearby...
And since the para units were my only hard-hitting units, AND the only units capable of capturing territory, I had to keep them alive and fully supplied or I could not only lose them, but the whole attached Partisan group also.
Honestly, I didn't know this could be so much fun until I've played your scen.
The "stock" Partisan scen is okay, but lacking something that yours is not IMO. Maybe it's a bit comparable to the "Chindits" scen, that was fun, too.
bru888 wrote: ↑Wed Apr 21, 2021 8:59 pm
GabeKnight wrote: ↑Wed Apr 21, 2021 5:41 pm
And there's one more issue that was somewhat bothering me, the neverending spawnings of the SdKfz's near my mid-western rendezvous point. The first one or two were a nasty surprise, but after I've secured the small peninsula there, they spawned without supply and had no effect whatsoever.
Here's the thing: I chose to use the SdKfz 251 halftrack to represent German patrols because it is relatively weak. Recon vehicles are stronger. The SdKfz 251 captures territory, however, which means that it can cut off supply. I thought about this but then I realized what we just said: it's not about territory and supply deficiencies can be readily and temporarily remedied. It's about blowing up all this stuff, not preserving a well-supplied front.
Don't get me wrong, I think that the choice of the vehicle was good: strong against Partisans, weak against regulars. And yeah, they needed to be "supply-cutting" units, no recons. I just don't like the spawning point. The northern one was fine in my playthrough, as the NW-part was the last location I've attacked.
But the peninsula
directly next to my main supply hex? As said, the first vehicles were nice (as long as I didn't get the spawning mechanic), but after that: they were ineffective because they spawned out of supply. I mean, come on, of course I was guarding my supply hex after the first attacks.
Maybe you could change the spawning point to another location after the change of hex ownership? The southern sub-base was also one of the last locations I've attacked in my playthrough, for example. Or keep a sub there to provide supply.
However, it's nothing major, just a strange gamey thing to happen.

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I don't mind the coin situation for the FF, it was merely for your information; sometimes I wished for more funds for the "supporting-factions" (don't know how else to call them since the main campaign faction is FF), though