AAR – Ronnie vs. Dan (GSv2.01.32) (The War is Over).

After action reports for Commander Europe at War.

Moderators: Happycat, rkr1958, Slitherine Core

rkr1958
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Post by rkr1958 »

Plaid wrote:Whats the point droping para like this anyway?
Even if not intercepted very likely to be destroyed during allied turn, as both french mechs are green and full strength.
Diversion in the hopes that the allies will spend disproportion amount of effort and resources to finish off and weaken their overall defenses. I tend employ my airborne units is these types of high loss diversionary, blocking or spoiling attacks. I feel though I lost the division this airborne attack was successful in the vein of the German drop on Crete. Though I had my concerns it would be more of an Arnhem before this turn.
Cybvep
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Post by Cybvep »

Your u-boats are effective. PP losses really hurt the Allies in 1940 and their convoys are often unescorted, so this is your chance. Do you plan to build all 6 u-boats during 1940-1941?
rkr1958
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Post by rkr1958 »

Cybvep wrote:Your u-boats are effective. PP losses really hurt the Allies in 1940 and their convoys are often unescorted, so this is your chance. Do you plan to build all 6 u-boats during 1940-1941?
Yes ... those are the happy times for German submariners.
Diplomaticus
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Post by Diplomaticus »

About that 3rd UK fighter: the UK starts with its manpower in 'yellow' (-1 quality), and whenever I play Allies it takes several turns for it to pass safely above 75%. You should examine that Brit fighter to see if it's only '2' quality. Might present some opportunities.
rkr1958
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Post by rkr1958 »

Diplomaticus wrote:About that 3rd UK fighter: the UK starts with its manpower in 'yellow' (-1 quality), and whenever I play Allies it takes several turns for it to pass safely above 75%. You should examine that Brit fighter to see if it's only '2' quality. Might present some opportunities.
Good tip. I will.
rkr1958
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Post by rkr1958 »

Update to GSv2.01.33 beta

One of the consequences of being a beta tester is that you generally get several opportunities to update that beta during the course of a game. This is one such opportunity. Except for the starting tech levels the following changes from 2.01.32 to 2.01.33 will impact the game immediately.

GSv2.01.33 Change List

159. Mulberry supply for the Allies will now only be provided from 1944 if London is still Allied controlled and the naval unit providing mulberry supply is within the following hexes of London: MULBERRY_MAX_DISTANCE_FROM_LONDON 10 /* BB, DD or CV max distance from London to provide Mulberry supply */
160. Oil and PP production will now be using the controlling major power of the minor power owning the production hex.
161. The most important impact for this change will be the Romanian and Hungarian oilfields which will now production using German war effort instead of local war effort.
162. Vichy French garrisons in Syria and French North Africa will now have 5 steps instead of 10 steps.
163. Free French garrisons in French North Africa will have a variable strength according to the number of French ground unit steps in supply.
 /* Used if French armistice offer is rejected */
 FREE_FRENCH_GARRISON_STRENGTH 5 /* 0..10 0 = no spawn. Strength of the Free French garrisons in French North Africa after the fall of France */
 /* Free Frech garrison strength = # French land unit steps in French controlled hexes / free_french_strength_step_ratio. */
 FREE_FRENCH_STRENGTH_STEP_RATIO 10 /* 0 = disabled and free_french_garrison_strength is used. */
 CORPS_STEPS_COUNTED_AS 3 /* 1..3. Each corps or mech step is counted as this number of garrison steps */
164. Finnish units inside core finnish hexes will have their strengths modified like this:
 /* Bonus to Finnish units inside core Finnish hexes */
 FINNISH_INCREASE_GROUND_ATTACK 0
 FINNISH_INCREASE_GROUND_DEFENSE 1
 FINNISH_INCREASE_SHOCK_ATTACK 0
 FINNISH_INCREASE_QUALITY 1
 FINNISH_INCREASE_SURVIVABILITY 1
165. This is done to simulate that Finnish units defended very well within their own territory (including the ceded Karelia). They were less effective when moved outside Finland. I decided to not increase the Finnish attack values because then they could attack Leningrad directly from Karelia with increased values. Finland was actually very reluctant to attack Leningrad in the real war.
166. Transport overuse will now increase per overuse instead of every second overuse
 TRANSPORT_OVER_GROUP 1
167. Minimum Allied naval requirement in the Atlantic is increased from 10 to 12
 ALLIED_ESCORTS_NEEDED_IN_ATLANTIC 12 /* This number of escorts needed for no negative impact on convoy size */
168. USA and USSR will now accumulate focus points every July (not in January) when not at war. That should give them slightly more focus points when they enter the war.
169. Added separate graphics for the following units:
 Slovak garrison will have Slovak emblem and special German colors (grey and red)
 Standarte NW will have Dutch emblem and colors
 Spanish Blue division will have Spanish colors and emblem
 1st Croatian will have Croatian emblem and unit colors similar to Yugoslavia
 SS Wiking and Nordland will have Norwegian colors and SS emblem
 Charlemagne is upgraded to SS Charlemagne and corps. Will have French colors and SS emblem
170. Fixed bug where UK built destroyers were named Sqn instead of Flotilla. Now they will be named Destroyer Flotilla
171. Changed the unit costs for the following units
 Submarine from 60 to 50
 Destroyer from 60 to 50
 Mech from 50 to 55
 Armor from 80 to 85
 Fighter from 100 to 90
 Tactical bomber from 110 to 100
 Strategic bomber from 95 to 110
172. Changed some unit techs
 Fighter will no longer get tactical operations tech 2 and lose +1 naval attack and +1 antitank
 Strategic bombers will now get tactical operations tech 3 and get +1 shock attack and +1 antitank
 Dogfight tech 2 (+1 air attack) now includes TAC in addition to STR and FTR
 Strategic operations tech 4 will get +2 strategic attack instead of +1 (will affect TAC, STR)
 Strategic operations tech 5 will get +1 strategic attack instead of +1 (will affect TAC, STR, FTR, CV)
 ASW tech 3 (+1 sub attack) will no longer affect FTR and TAC
 TAC will start with air attack 1 instead of 2
 STR will start with air attack 2 instead of 1
173. Changed country start techs
 USA:
i. Sub tech 2 instead of 1
ii. Artillery tech 0 instead of 1
iii. Blitzkrieg tech 0 instead of 1
 USSR
i. Antitank tech 0 instead of 1
ii. Blitzkrieg tech 0 instead of 1
174. Altered all scenarios so they use the new tech levels
175. Iraq rebellion added: /* Iraq rebellion */
 IRAQ_REBELLION_TURN 30 /* April 3rd 1941. 0 = no rebellion */
 IRAQ_AXIS_PARTISAN_SPAWN_CHANCE 5 /* Percentage chance in each empty Iraqi hex */
 IRAQ_AXIS_PARTISAN_CITY_MULTIPLIER 10 /* Spawn chance multiplied by this number in empty cities or resources */
 IRAQ_AXIS_PARTISAN__MAX_BASE_SIZE 4 /* Max partisan size = number + 2*Axis controlled cities in Egypt, Syria and Iraq */
 Iraqi rebel units will be German, but look like Iraqi.
176. The 3 starting units in Iraq are now changed to UK ownership instead of Iraqi. This means these units will remain as UK controlled when the rebellion starts.
177. Damage upon convoys are now dependent upon tech in surface ships for BB, CV and DD and tech in submarine for Sub
 Formula is: damage to convoy = rolled casualty * (1 + random(tech level / 3))
 So with tech level 1 then the damage can be from 100-133% of the rolled damage, tech 2 100-167% and so on. Rolled damage is between 0-14.
178. Supply range is set back to 20/40 for 1939-1941 instead of 15/30
179. Canadian fighter will now spawn in Halifax instead of Liverpool at 10 steps instead of 8.
180. Research difficulty for subs increased from 15 to 20
181. Altered research progress for scenarios other than 1939 to indicate the increased research difficulty for air techs and sub tech.
182. Update and improved the look of the large counters.

For the benefit of those who aren't beta testers I've provide a complete list of the previous changes in the beta.

1. Updated the map tiles for two hexes southwest of Moscow and west of Tula. The hexes are flagged as forest but the map tiles showed them as clear. The updated map tiles now correctly show these hexes as forest.
2. Fixed a bug where a unit swap or a ferry crossing action would uncover those units in the fog of war when they should have still been hidden to the enemy.
3. Fixed a bug that caused GS to hang when there was an allied DoW upon Yugoslavia after Hungary was conquered. Also, added logic to prevent Romanian reinforcements from spawning if Romania is allied.
4. Also, added logic so that Bulgarian reinforcements won't spawn if Bulgaria is allied and the allies DoW Greece.
5. Fixed a bug where Turkey or Spanish activation as a German minor ally reduced US war effort. The bug was the result of how these allies were activated in the game, which was by an allied DOW. This bug was fixed by removing any impact for an Allied DoW upon Turkey or Spain on US war effort. The same is true for Syria, Vichy France and Yugoslavia as well. It's not likely that the Allies will DoW countries like Spain or Turkey prior to US entry because doing so will give the Axis many extra units and they can rail German units to the area.
6. Added to the large counters Free French subs, which are needed if the axis rejects the French armistice and the allied player is playing with these counters. Also, made cosmetic edits to a handful of other Free French large counters.
7. Fixed a bug where hexes captured by Bulgaria (i.e., outside of the country) AND occupied by axis units would change to allied control when Bulgaria was conquered and changed sides. The Axis will now keep control of those hexes. However; EMPTY hexes outside Bulgaria and captured by Bulgaria WILL still revert to allied control.
8. Fixed a bug where Spain if invaded by the axis and would sieze Gibraltar if the UK evacuated there. Now the Spanish will only take Gibraltar if neutral or Axis and neither USSR nor USA are at war.
9. Made a change so that allied and axis units in the hexes that the Free French spawn in will end up in the force pool for immediate placement the following turn.
10. Put in place the following deterrents to mitigate “blob” strategies:
 Added +1 oil consumption for mechanized corps at artillery tech 2
 Placed supply limits by year on each type of unit, except garrisons and corps, on the number of units of that type that can be supported normally. Minor ally units do NOT count toward this limit. A country that exceeds this unit limit is changed a supply burden cost in OIL and PP’s. The supply limit is 3 for 1939, 5 for 1940, 7 for 1941, 9 for 1942, 12 for 1943, 15 for 1944 and 20 for 1945.
 The PP cost for buying the next unit of type when the limit for that type has been met or exceed is:
(basic cost) * 1.05 ^ (number of units above limit after purchase).
 The oil consumption for all units of that type is
(basic oil consumption) * 1.05 ^ (number of units above limit)
 This means the penalty increases with the number of units above the limit. For example; for armor the limit is 7 and you have 6 units and basic oil consumption is 4. The first purchase will be 80 PP's and oil consumption will be 4. The second purchase will be 80*1.05 = 84 PP's and oil consumption will now be 4*1.05 = 4.2 for ALL armor units. The third purchase will be 80*1.05*1.05 = 88.2 PP's and oil consumption for ALL armor units will now be 4*1.05*1.05 = 4.41.
11. Fixed a bug that allows paratroop units to use ferry crossing.
12. Changed general.txt so land spotting is now halved for all units during winter and severe winter.
13. Implemented the show units in statistics panel and the tooltip shows the composition. Spread is determined by last digit of techs (different combination for each unit type and country so not a group increases or decreases); 0: -2; 1: -2; 2: -1; 3: -1; 4: 0; 5: 0; 6: 0; 7: +1; 8: +1 and 9: +2
14. Moved data for number of units and casualties for mech to the armor column.
15. Changed tooltip for the forces and casualties so the armor column shows Armor / Mech Corps.
16. Increased the length of the tooltip to 10-seconds for the forces screen and for the tooltips contained in the ribbon across the top.
17. Changed the names of a number for French units for generic names to historical ones.
18. Free French units are now shown with blue color in the mini map. Before they were shown with US (or UK) color.
19. Free French units spawned in cities were tried to be named as French. Removed the “e” in the number because it showed like 6the Garrison. Now it will show 6th Garrison.
20. Found and fixed a naming bug in the 1940.scn where the Amiens garrison was renamed to Ie CA.
21. Fixed a French armistice bug where when Paris was empty after June 27, 1940 caused the French to determine if the armistice offer was accepted or not. Now the check will only be made during the axis player turn and will give the axis player the rightful opportunity to accept or reject it.
22. Fixed the bug with casualties. Now the game will only count steps lost in combat and not losses inflicted in combat. So a 2 step unit receiving 6 hits will increase the unit destroyed by 1 and steps by 2 (not 6).
23. Added support in the options so it’s possible to show river names, country names and lake names on the map. These images are placed in a new folder called ..\Grand Strategy Mod\image\backgroundnames
24. Changed the name of the settings file from settings.txt to gs2_settings.txt. This new settings file contains an extra entry for whether or not river/country/lake names are shown.
25. Fixed a bug where enemy paratroopers occupying an airbase couldn’t be attacked by friendly air units. That bug is now fixed so that air units can attack the enemy paratroopers.
26. Fixed a terrain ownership bug in Canada.
27. Changed the Italian General Ambrosia date of death, which was listed incorrectly, from 1944 to 1958.
28. Change the names of major power air units and the way that these names are automatically to reflect more historical names based on GS air unit sizes.
29. Updated some map tiles to remove river name typos.
30. Fixed a bug where severe winter wouldn’t spawn in the 1941 scenario because it started in February and already spawning a severe winter on the first turn
31. Bumped the winter (not severe winter) percentage strength for air attack, strategic attack and shock attack from 50 to 60. Added new weather or changed other variables in general.txt
 AXIS_WINTER_SUFFER 35 /* Severe winter penalty in 1939. Max efficiency will this value lower */
 LESS_WINTER_SUFFER_PER_YEAR 5 /* Winter suffer drops by this value per year */
 WINTER_SUFFER_OFFSET 5 /* Severe winter efficiency drop to all units will be Axis_winter_suffer minus this value */
 ALLIES_WINTER_SUFFER 0
 MAX_WINTER_SUFFER 25 /* Max possible efficiency loss from severe winter */
32. Axis winter_suffer dropped from 55 to 35. Since it drops by 5 instead of 10 each year it means the value is 25 in 1941 and 20 in 1942. Winter suffer offset is a new variable that will be deducted from the max efficiency drop when finding the one time per severe winter efficiency drop. One time drop will be 20 in 1941, 15 in 1942 and so on. The Axis will now lose a lower efficiency on all units present in the severe winter zone. In addition the max efficiency will drop so the units staying in there can’t regain efficiency back to the former max. Message about severe winter is updated so it also shows the temporary max efficiency loss. Bumped the efficiency loss percentage from southern Russian hexes from 50 to 75 since the max value is now lower. This is done to let the Axis feel that there is a winter in southern Russia too.
33. Production increase per quarter is increased from 6 to 7
34. Production increase when a major power activates for war is increased from 10 to 20
35. USSR will receive 8 garrison units as their strategic reserve on August 1st 1941
36. Norway is linked to Denmark and Sweden and Denmark to Norway and Sweden. This means that if a country DoW’s one of the 3 countries on a prior turn then the other 2 will not be surprised. It also means the units spawning will be at full strength (10 steps). If Norway or Denmark are surprised then each of their units will be spawned at 2 strength. So it’s now very lucrative for the Axis to Dow these countries on the same turn
37. Belgium and Holland are also linked. If Holland is DoW’ed on a prior turn then Belgium won’t be surprised. If Belgium is DoW’ed on a prior turn then Holland won’t be surprised. If Belgium is not surprised then all units will spawn at full strength. Otherwise the unit in Liege will spawn at 10 strength, the corps at 7 strength and the garrisons at 5 strength. The location of the garrison adjacent to Belgium is dependent on which side will DoW Belgium. If Holland is not surprised then all units will spawn at full strength. Otherwise the garrisons will spawn at 5 strength and the corps at 7 strength. The garrison north of Hague is removed.
38. The French and UK forces in France (and air units in UK) will only suffer a 20 efficiency loss if Belgium surrenders in one turn.
39. The 1939 scenario is updated so the one Dutch garrison is removed and one Belgian garrison is removed so it can spawn dependent upon which side will attack Belgium. It will defend against France if the Allies DoW Belgium and against Germany if the Axis DoW.
40. The 1940 scenario is changed so Denmark and Holland are set to neutral. The German forces are moved out and placed outside these countries
41. The Germans are allowed to build a paratrooper in 1939 so they can have it ready for Case Yellow Liege can’t be changed to a city from a fortress until 1940 because the paratrooper can’t be released out of the force pool until the fair weather in 1939 is over.
42. Changed the German synth oil plant productions to the following:
 Industry tech 0: 0 production
 Industry tech 1-3: 1 production
 Industry tech 4-5: 2 production
 Industry tech 6: 3 production
43. After some playtesting it was found that the +20 war effort when joining the war actually affects countries already at war as well. This means that Germany, UK and France would start with 10 more war effort than they used to. Well, Germany is at 110 due to tech, but would have been at 120 if industry was higher. In order to compensate for that the at start war effort for Germany was decreased from 100 to 90 so they will start with 110, France was decreased from 30 to 20 so they will start at 40 as before, UK was decreased from 45 to 35 so they start at 55 as before. The countries benefiting from +20 war effort when they join the war will be Italy, USA and USSR as intended. Since Germany will most likely not take Holland and Denmark in 1939 as they used the German start PP’s in the 1939 scenario was increased from 20 to 35. This means they can afford 1 lab and also upgrade a garrison to para on the very first turn. The 15 extra PP’s is about the same they would gain from having Hague, Arnhem and Copenhagen for some turns in 1939 and some in 1940 before Case Yellow starts.
44. Damaged cities will only provide supply if supply can’t be traced from other cities. This way you need to isolate the damaged city to lower the supply in the hex.
45. Persia will spawn garrisons in all cities if Axis units occupy a city / resource in Iraq.
46. Persia will activate when an Axis unit has moved into Iraq instead of when an Axis unit captures an Iraqi resource
47. Free French garrisons will spawn in empty French controlled north Africa city/ fortress hexes when the French armistice offer is rejected. The units spawn at the following strength: FREE_FRENCH_GARRISON_STRENGTH 5 /* 0..10 0 = no spawn. Strength of the Free French garrisons in Morocco, Algeria and Tunisia after the fall of France */

48. Britain is required to have a home guard force in Great Britain / Canada before USSR or USA joins the Allies. Failing to do so will make a loss in max morale of all British units. These parameters control how this is done:
 UK_HOME_GUARD_UNITS_REQUIRED 10 /* Number of land units needed in core UK territory prior to USA or USSR joining the Allies */
 UK_MORALE_PENALTY_PER_MISSING_HG 5 /* Max morale of all UK units are lowered by this number for each missing HG unit in UK */
49. There are at start 13 UK land units in Great Britain / Canada so it’s possible to have a BEF of 3 units without losing any morale loss. Once you fall below 10 units you will lose 5 max morale per unit failing to make the 10 unit limit. This is the message that will be shown every turn the Allied player fails to keep the HG requirement: INDEX-978| "Too few British Home Guard land units causes fear in Britain. All UK units suffer a max morale loss of"
50. Please notice that if an Axis has entered Great Britain or Canada then the US max morale loss will not apply. The UK morale would get back to normal if the Germans actually landed in England. This way it’s not possible to invade Britain and force the morale to get to 0 by killing British units.
51. Added a prerequisite for Spain activating as an Axis ally that USA has to be neutral.
52. Canadian units will now spawn at normal quality and not the reduced quality if the UK manpower level is yellow.
53. Added images for French armor level 6.
54. Changed the 1939 and 1940 scenarios so the numbers of the German units match the OOB for Case White and Case Yellow
 Changed German Korps to Armekorps
 Changed German Panzer Korps to Panzerkorps
 Changed German Panzergrenadier to Panzergrenadierkorps
 Changed German Fallschirmjager Korps to Fallschirmjagerkorps
 Changed German Fallschirmjager Div. to Fallschirmjagerdivision
55. Reduced the font size of the unit name and country name in the unit panel from 24 to 22 to fit in all text with numbers
56. Changed the owner of the southern convoy from UK to USA when USA joins the Allies.
57. Widened the column range for the southern convoy spawn point from 1-12 to 6-20. Row will always be the bottom of the map.
58. Changed the max values of each convoy to the following:
 /* Max production worth of the 3 different convoys. Max value is modified by the averaged war effort of UK and USA */
 NORTH_ATLANTIC_CONVOY_SIZE 90 /* Convoys go to USSR after USSR joins the Allies. Before they go to UK */
 MID_ATLANTIC_CONVOY_SIZE 110 /* Convoys go always to UK */
 SOUTH_ATLANTIC_CONVOY_SIZE 90 /* Convoys go to USA after USA joins the Allies. Before they go to UK */
 Old values were: North: 100, Mid: 140 and South: 50
 These changes should give USA a considerable increased income at the expense of primarily UK, but to a lesser degree Russia. The southern convoy will use 3-4 turns to reach the destination port (New York)
59. Changed code so UK will get Iceland on turn 14 or later if Denmark is conquered. So if Denmark is conquered late then Iceland will be “conquered” by UK later. USA will get Iceland regardless in 1941 because that was not an invasion, but an agreement with the Danish ambassador. Same with Greenland
60. Replaced China as a possible country to select with Norway. This includes the necessary language and flag files.
61. The criteria for unloading and for invading a hex were inconsistent for a transport in clam seas and a target hex in non-fair weather. This has been fixed so the criteria for both unloading and invading are now:
 Transport hex must be in calm sea
 Destination hex can’t be a mountain hex
 Exception is that you can unload into friendly hexes from a port regardless of weather
 This should make it slightly easier to land and it won’t matter if the weather in the destination hex is not fair.
62. Removed the Gustav Line fortresses in Italy from all scenarios except the 1944.scenario. Added code that will remove the fortresses in ongoing games that haven’t reached July 1943 or had Allied units in Italy. The Gustav Line fortresses will spawn if:
 Year is 1942 or later and an Allied unit has landed in a core Italian hex
 Turn is July 1943 or later
 A message about the spawn will be shown
 The Gustav Line fortresses can be set in general.txt
63. – Not Used –
64. Changed the font size and placement of some text in the lab window so it’s possible to type Level instead of lvl. That was needed that for Norwegian, Spanish and German too.
65. Fixed a bug about the language of the cashed in convoy. This message is generated in country.class and not game.class and was therefore not checked for language. Now the language is to that of the Allied player.
66. Fix a map bug in Canada.
67. Text for unit type using transportation loop was always in English. Now changed to show correct language.
68. Text for unit type onboard transports was always in English. Now changed to show correct language.
69. Fixed a few Norwegian text strings.
70. Made sure that fortresses don’t respawn if a city is retaken by the side owning the original fortress. This applies mainly to the Gustav line fortresses.
71. Added code so the German eastern front fortresses can spawn as early as 1942 if Allied units within core German hexes. Similar to the Gustav line fortress line being spawned if Allied units in Italy.
72. Fixed a bug where the allies lost efficiency in severe winter.
73. Fixed several typos in message_nor.txt file.
74. Fixed the bug about Allied efficiency loss in severe winter showing same value as Axis.
75. Fixed several typos in message_nor.txt.
76. Made Switzerland pro-Axis if Axis AI. This ensures Germany won’t waste effort attacking Switzerland
77. Divided chance to spawn partisans by 3 in AI games. This should cancel out the increased partisan spawns in AI games so the spawn rate is about the same as in regular games.
78. Fixed a bug regarding languages other than English not creating unit names when units are deployed. This was caused by the unit type being stored in local language to show content in transports and transportation loops in the correct language. So that fix created a bug about unit names. No longer does the code compare to English names for the unit types, but to the one in the message file.
79. Fixed the bug that Axis units got less efficiency after severe winter begun than they should have. This was caused by a bug in the formula giving the Axis 8 less max efficiency than they should have had.
80. Reduced the average number of severe winter turns from 6 to 5.
81. Fixed a bug where the Russians were losing efficiency due to severe winter loss. Now their units won’t lose anything.
82. Fixed a critical bug where in certain rare, but possible cases, the game would hang during the convoy movement phase.
83. Fixed a long time and inhered but in the decideWhereToMove method that speeds up AI play significantly.
84. Added code so German units will have supply level 4 in most of Russia at the start of January 1942 when the supply penalty distance is increased. Before they only got it after their first January turn because the supply levels are updated at the end of a turn.
85. Changed automatic naming of US bombers to Bombardment Wing (M) and Bombardment Wing (H). Updated all scenarios with the new US bomber names.
86. Updated the 1942, 1943 and 1944 and replaced 1, 2 and 3 UK units with US units to reflect that USA would get convoys with PP’s from the southern convoy instead of UK. This would make USA stronger at the expense of UK and that seems more right.
87. Updated version number in all message files.
88. Added to a fix to a null pointer exception that would under certain conditions cause the game to hang.
89. Allied units can’t enter, unload, advance or retreat into core Russian hexes unless Russia has surrendered.
90. A ground unit can’t attack if it ends it move adjacent to a previously unspotted unit.
91. Made the following tweaks to Northern Europe weather
 NORTH_MUD_CHANCE_NOVEMBER 40
 NORTH_WINTER_CHANCE_NOVEMBER 50
 Mud is reduced from 50 to 40 to give a 10% chance for fair weather
 Severe winter chance in November
i. SEVERE_WINTER_CHANCE_NOVEMBER 10 /* Percentage change the Russian severe winter will start in November if it didn't start earlier */
ii. Reduced from 25 to 10
 Severe winter duration
i. /* Variation of severe winter length */
ii. CHANGE_FOR_DURATION 60 /* 0..100. Accumulated chance that length = WINTER_DURATION. % chance = 60 */
iii. CHANCE_FOR_DURATION_MINUS_1 80 /* 0..100. Accumulated chance that length = WINTER_DURATION - 1. % chance = 20 */
iv. CHANCE_FOR_DURATION_MINUS_2 90 /* 0..100. Accumulated chance that length = WINTER_DURATION - 2. % chance = 10 */
v. CHANCE_FOR_DURATION_PLUS_1 100 /* 0..100. Accumulated chance that length = WINTER_DURATION + 1. % chance = 10 */
vi. Reduced from 70 to 60 change for duration. Increased from 15 to 20 for duration -1 and increased from 5 to 10 for duration -2
92. Max Russian Guards reduced a bit for these years:
 MAX_GUARDS_1941 2 /* Max number of Guards units allowed on the map in 1941 */
 MAX_GUARDS_1942 7 /* Max number of Guards units allowed on the map in 1942 */
 MAX_GUARDS_1943 9 /* Max number of Guards units allowed on the map in 1943 */
93. German SS units increased for these years:
 MAX_SS_1943 5 /* Max number of SS units allowed on the map in 1943 */
 MAX_SS_1944 8 /* Max number of SS units allowed on the map in 1944 */
 MAX_SS_1945 10 /* Max number of SS units allowed on the map in 1945 */
94. Reduced UK HG (home guard) requirement from 10 to 8, but will only count units in Britain and not in Canada:
 UK_HOME_GUARD_UNITS_REQUIRED 8 /* Number of land units needed in core UK territory */
 Added a UK max morale loss of 5 per UK land unit less than 8 in Britain (including Scapa Flow and Belfast).
 This max morale loss is reduced by 10 for each of USSR joins allies, USA joins the allies and Italy is neutral or conquered
95. The northern convoy is sent to Halifax as a UK convoy instead of a Russian convoy if London and Liverpool are Axis controlled.
96. Allied naval unit presence in the Atlantic is now required at all times and not only when London is allied controlled as before. So the Allies can’t afford to lose the RN in Sealion and later.
97. Added Manpower loss per point of railcap captured by enemy:
 /* Manpower % loss per railcap point captured by enemy. 0 = No loss */
i. MANPOWER_LOSS_PER_POINT_GERMANY 10
ii. MANPOWER_LOSS_PER_POINT_ITALY 30
iii. MANPOWER_LOSS_PER_POINT_UK 10
iv. MANPOWER_LOSS_PER_POINT_FRANCE 30
v. MANPOWER_LOSS_PER_POINT_USA 10
vi. MANPOWER_LOSS_PER_POINT_USSR 5
 You don't lose absolute manpower by losing railcar cities. Instead you lose manpower generation. So the percentage will be the same. E. g. Russia generates about 18 manpower per turn. When Moscow falls they will only generate 14 per turn. So you lose about 4*18 = 76 manpower per year for not having Moscow. That means almost 8 corps units. The manpower pool is manpower already collected and you don't lose that. We could do it, but then it would be disastrous to lose e. g. Moscow. Then with 1600 manpower you lose 20% from losing Moscow and drop to 1280. That means losing 320 immediately and 76 each year. It will drop the percentage from above 75 to almost 50. That's too severe.
98. Added the following lab build restrictions.
 To build the first 3rd lab in a research area you need 3 other research areas with at least 1 lab.
 To build the second 3rd lab in a research area you need 3 other research areas with at least 2 labs or 4 other research areas with at least 1 lab.
99. Removed some obsolete code in unit.class regarding BB’s with ground attack 1. The code updated it to 2 changed before GS v2.0).
100. Made the following changes to the Axis AI:
 Axis supplypoints in North Africa increased by 10
 EXTRA_AXIS_SUPPLY_IN_AFRICA 10 /* AI Axis units increase the supply points in Africa by this value */
 Extra Axis units in Libya
 ADD_DAK_IN_LIBYA 1 /* 0 = no spawn. 1 = German armor spawned in Libya near Benghazi */
 ADD_FIGHTER_IN_LIBYA 1 /* 0 = no spawn. 1 = German fighter spawned in Libya near Benghazi */
 ADD_TAC_BOMBER_IN_LIBYA 1 /* 0 = no spawn. 1 = German tactical bomber spawned in Libya near Benghazi */
 EXTRA_GERMAN_CORPS_IN_LIBYA 2 /* 0 = no spawn. Number of units spawn in Libya near Benghazi */
 UNITS_IN_LIBYA_SPAWN_TURN 28 /* February 22nd 1941 */
 Extra German units in East Prussia from turn 1
i. ADD_GERMAN_FIGHTER_EAST_PRUSSIA 1 /* 0 = no spawn. 1 = one extra fighter will spawn on turn 1 in East Prussia */
ii. ADD_GERMAN_TAC_BOMBER_EAST_PRUSSIA 1 /* 0 = no spawn. 1 = one extra tac bomber will spawn on turn 1 in East Prussia */
 Extra German unit near Wilhelmshaven
i. ADD_GERMAN_ARMOUR_WILHELMSHAVEN 1 /* 0 = no spawn. 1 = one extra tac bomber will spawn on turn 1 near Wilhelmshaven */
ii. ARMOUR_WILHELMSHAVEN_SPAWN_TURN 10 /* February 28th 1940 */
 Extra German units for Barbarossa
i. EXTRA_GERMAN_MECH_BARBAROSSA 2 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
ii. EXTRA_GERMAN_CORPS_BARBAROSSA 4 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
iii. EXTRA_GERMAN_ARMOUR_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
iv. EXTRA_GERMAN_TAC_BOMBER_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
v. EXTRA_GERMAN_FIGHTER_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
vi. BARBAROSSA_UNITS_SPAWN_TURN 31 /* April 23rd 1941 */
 Automatic DoW upon Norway and Denmark with German garrisons in all cities
i. AXIS_AUTOMATIC_DOW_NORWAY_DENMARK 1 /* 0 = no automatic DoW. 1 = Germany will get garrisons in each Norwegian and Danish city in April 1940 */
ii. DOW_NORWAY_DENMARK_TURN 12 /* April 8th 1940 /*
 Reduced on-map strength for some countries. This will make it easier for the Axis AI to get anywhere with the DoW
i. REDUCED_STRENGTH_DUTCH_FORCES 2 /* Reduced strength of on-map Dutch forces if Axis AI */
ii. REDUCED_STRENGTH_BELGIAN_FORCES 2 /* Reduced strength of on-map Belgian forces if Axis AI */
iii. REDUCED_STRENGTH_POLISH_FORCES 5 /* Reduced strength of on-map Polish forces if Axis AI */
iv. REDUCED_STRENGTH_GREEK_FORCES 4 /* Reduced strength of on-map Greek land forces if Axis AI */
v. REDUCED_STRENGTH_YUGOSLAVIAN_FORCES 4 /* Reduced strength of on-map Yugoslavian forces if Axis AI */
vi. REDUCED_STRENGTH_RUSSIAN_GARRISONS 5 /* Reduced strength of on-map Russian garrisons if Axis AI */
vii. REDUCED_STRENGTH_RUSSIAN_CORPS 3 /* Reduced strength of on-map Russian garrisons if Axis AI */
viii. REDUCED_STRENGTH_RUSSIAN_MECH 2 /* Reduced strength of on-map Russian garrisons if Axis AI */
ix. REDUCED_STRENGTH_FRENCH_GARRISONS 5 /* Reduced strength of on-map Russian garrisons if Axis AI */
x. REDUCED_STRENGTH_FRENCH_CORPS 3 /* Reduced strength of on-map Russian garrisons if Axis AI */
xi. REDUCED_STRENGTH_FRENCH_MECH 2 /* Reduced strength of on-map Russian garrisons if Axis AI */
 Fixed an AI bug where it would not DoW USSR early enough. The reason is that we’ve moved the automatic join time by 7 months to May 1942. The AI will increase the chance for DoW the closer the Axis is to the automatic join date. So 7 months was subtracted from the calculations for USSR.
 Added code so the AI will not DoW a country if the country has non-fair weather. That prevents the AI from fighting in mud
 Added code to make it impossible for the AI to DoW Denmark and Norway if they get these countries automatically in April 1940.
101. Fixed a bug regarding the Russian convoy being rerouted to Halifax. It was due to a logic error that has now been corrected.
102. Fixed a bug introduced in GS v2.01.24 regarding deployment of units. Added some code to ensure units being deployed got a generated name, but forgot to remove Convoys from that procedure. Convoys get their names when the convoys spawn.
103. Fixed a typo in the comments field in the AI section about reduced strength of French units.
104. Fixed a bug reported about commanders onboard transports being permanently removed from the map if the transport was sunk. Now they are injured normally.
105. Fixed a bug in the AI play where USA lost 6 industrial effort because Switzerland become pro-Axis to avoid Axis DoW upon Switzerland. Switzerland was removed from the list of countries that the Allied player will get a penalty DoW’ing for games with the Axis AI.
106. Fixed the issue about Liverpool only being a deployment city if London was captured. Not it’s a deployment city always
107. Fixed a unit naming bug where units sent to the force pool were renamed, e. g. like British units being evacuated from France when France surrenders.
108. Fixed a few name bugs in the scenarios (mainly Russian Guards Mech Corps that had the name Russian Guards Corps).
109. Changed Fallschirmjager to Fallschirmjaeger when you upgrade to German para units.
110. Added code so partisans are now named with the country they were created in, like Yugoslavian Partisan instead of just Partisan
111. Added code so partisan images check for the partisan country and will therefore keep the images when the partisan unit crosses the border. So a Yugoslavian partisan moving into e. g. Hungary will keep the Yugoslavian image.
112. Updated some scenarios with the name changes mentioned above.
113. Updated all message file version to GS v2.01.27.
114. Fixed a minor bug regarding the left production panel. When you upgraded a unit to elite or para then the PP’s left in the left panel wasn’t immediately updated. It was only in the top production panel. This has now been fixed so that both panels update when you upgrade a unit.
115. Made change to the hightlight hexes when the current unit is a naval unit. Naval units can now move through enemy controlled transport loops; but they can’t enter the loop hex. This is intended for ships entering the Red Sea from the Mediterranean. Now they can move from the hex north of the to Mediterranean transport loop to the Persian Gulf or Atlantic transport loops. So naval units str no longer trapped inside a sea area because they’re at the wrong side of a transport loop. The loophex itself is not highlighted, but the hexes on the other side of the loophex are.
116. Updates made to the French and Norwegian language files.
117. Fixed a minor bug where elite or para units built at the same turn would get the same name. Now they will only be named when placed on the map. This will ensure that these unit names will be unique.
118. Expiration date (i.e., kill switch) for the PC beta changed to the end of the year.
119. Fixed a bug regarding airbase owner change. Now the code won’t change airbase owner if the occupying air unit is from the same side as the airbase owner. That means Azores remains US when a British air unit lands there.
120. Fixed the bug where Russia had supply level 5 in western Germany. The reason was that the shortest path routine just counted hexes to any capital and that means all hexes within 20 hexes from London was flagged as supply level 5, even if they were Russian owned. Now Russia can only get supply from their own capitals plus Basra (for southern Russia). So Russia can no longer trace supply from London or Paris. That means Russian units will drop to supply level 3 if they get almost to the Siegfried line, but I don’t see that as a problem. If that happens the Russia has usually captured Berlin and Hamburg.
121. Allied and Russian units can now rail to each other’s controlled territory with the following exceptions:
 No non-Russian units are allowed to be railed to core Russian hexes
 No units can rail to/from Russia from/to Egypt, Persia, Syria or Iraq. The reason is that there were no rail lines going through Persia to Russia. The high mountains between Russia and Persia prevents that. You have to sail units from Russia to Persia or move them by foot to be able to rail on the other side.
122. Since rail movement is now allowed between Russian and Allied controlled territory with the exceptions mentioned above, it means that now Russian units can rail when inside allied controlled Romania or Bulgaria. So Russian units won’t be stranded anymore inside Romania or Bulgaria when they liberate the capitals of these countries.
123. Hexes captured by Allied Yugoslavian, Bulgarian, Hungarian, Romanian or Finnish units will now be controlled by USSR if outside the home country. Any hexes captured inside the home country will become controlled by the core owner of the hex unless the core owner is conquered. Then the controlling country will be SSR.
124. Allied Greece will now capture hexes for UK (if not conquered) unless within Greek home territory. Then all hexes captured will become Greek controlled.
125. Added amph ground attack bonuses.
 AMPH_GROUND_ATT_BONUS_CORPS 0
 AMPH_GROUND_ATT_BONUS_MECH 1
 AMPH_GROUND_ATT_BONUS_ARMOR 2
126. Added amph shock attack bonus.
 AMPH_SHOCK_BONUS_CORPS 0
 AMPH_ SHOCK _BONUS_MECH 2
 AMPH_ SHOCK _BONUS_ARMOR 3
127. Added efficiency loss at sea (not in friendly port) for transports and regain if unloading from friendly port
 EFFICIENCY_LOSS_PER_TURN_AT_SEA 5 /* Efficiency loss per turn for unit aboard a transport while not in a friendly port */
 EFFICIENCY_REGAINED_FROM_PORT 5 /* Efficiency regained if transport is disembarked from a friendly port */
 EFFICIENCY_AT_SEA_THRESHOLD 60 /* Efficiency while at sea can't drop below this value just from being at sea */
128. Added code so you get back PP’s paid for the transport if you disembark from a port. The PP’s received = port strength / 10 * transport cost (8)
129. Changed code so you don’t lose 15 efficiency from disembarking from a port into a non-city hex.
130. Newly built Russian mech and tank units are now named Mech Army and Tank Army instead of Mech Corps and Tank Corps. Updated some scenarios to reflect these changes.
131. Progress in air techs slowed a bit and ensure the techs cap out later than they do no. Research difficulty increased by 5 for air techs to:
 DOG_FIGHT 30
 CLOSE_AIR_SUPPORT 25
 STRATEGIC_OPERATIONS 25
132. Hungarian and Romania reserves are released in July 1942 instead of June 1943 if Yugoslavia is still neutral. Bulgarian reserves are released in July 1942 instead of June 1943 if Greece is still neutral. Changed text when these events happen so they only mention that reserves are released and not that they’re intended to be used against USSR. This means text can be used even if Bulgaria and Romania change side early.
133. Pressing the ESC key will now open the options dialog box.
134. Replaced the game option for game ending in 1945 with halved partisan spawn rate if option not selected. Option is called Normal chance for new partisans. If checked (default) then no chance from now. If unchecked then spawn rate is halved.
135. Automatic naming of units will now check existing names for units onboard transports. Before it was possible to get the same name as used on a unit on a transport when deploying a unit.
136. If you press the key e (for elite) or p (for para) you will get the dialog box showing the currently number of elite and para units and the max numbers as well. This is the same message you get at the start of each year. Now you can trigger it when you want just to check the values.
137. Messages about new partisans are combined into one message showing the info like this: New partisans in France: 2. USSR: 1. Yugoslavia: 2
138. Added tooltip for unitpanel so the number showing the Effectiveness will show the manpower % and manpower for the country that owns the unit. That means you can check a minor power unit to get the manpower % and absolute manpower. That can be handy if you’re getting close to 75% and don’t want to drop below.
139. Added keys for the following commands:
 a: (for airborne): Will upgrade to a para unit if eligible
 b: (for buy): Will open the purchase units dialog box.
 d: (for deploy): Will open the force pool panel dialog box
 e: (for elite): Will show the elite and para limits for that side
 g: (for guards): Will upgrade to an elite unit if eligible
 i: (for info): Will open the statistics dialog box
 l: (for load): Will allow the unit to load or unload if eligible
 o: (for operate): Will allow the unit to move by rail if eligible
 p: (for purchase): Will open the purchase units dialog box
 r: (for repair): Will enable the repair icon so you can click on units that can be repaired
 s: (for sentry): Will toggle the unit sentry mode on/off
 t: (for tech): Will open the research panel
 u: (for upgrade): Will enable the upgrade icon so you can click of units that can be upgraded
 w: (for war): Will open the Declare war dialog box
 z: (for zzz): Will toggle the unit sentry mode on/off
140. Added the Dutch city of Groningen
141. Changed the border between Germany and Holland so the hex Groningen was placed in became Dutch
142. Changed the hex Wilhelmshaven was in into a sea hex and added a port there. Wilhelmshaven is now a port
143. Added a city 1x south of Wilhelmshaven with the name Bremen. Moved the production of 1 from Wilhelmshaven to Bremen. Bremen is a big German city and now it is on the map. Wilhelmshaven was a town only and its main purpose
was a port where warships were constructed.
144. Moved the to Baltic Sea transport loop 1xSW so it covers the entrance to the Kiel canal. This change makes it harder to invade many hexes along the German North Sea coast.
145. Updated all scenarios with the map changes and made some minor unit moves to fit the new port location at Wilhelmshaven
and Groningen becomes occupied in the 1944 scenario. Also moved units in the 1942 and 1943 scenarios to occupy the
Russian city of Kherson and the Russian resource Krivoy Rog. Before this change partisans could often spawn here before
the Germans managed to move garrisons there.
146. Updated the spawn location of the extra armor for Axis AI from Wilhelmshaven hex to Bremen hex.
147. Updated ww2_city*.txt files with the new names.
148. Modified scorched earth in USSR so that it only applies on the second turn and later of Barbarossa. That is, it does not apply on the first turn.
149. Russian strategic reserve units will now get unique names when placed.
150. Fix a bug where the ownership of a Yugoslavia port when natural was given to Russia. Now, port ownership is given to the owner of the controlling land-city hex.
151. Fixed a bug where naval units destroyed in port were not being added to the casualties list. They are now.
152. Made several map and scenario changes; especially in Poland, Russia and North Africa.
153. Fixed a minor bug where it was possible to rail units to a swamp, mountain or dune hex. Now you can’t rail from such terrain types and now you can’t rail to either.
154. Added to general.txt the spawn turn for the Russian Siberian reserves. Turn moved from 40 to 41. SIBERIAN_RESERVE_SPAWN_TURN 41 /* November 9th 1941 */
155. Changed the Siberian reserve leader from Chuikov to Meretskov. SIBERIAN_RESERVE_LEADER 559 /* Meretskov */
156. Changed attack across river in winter from 70% to 50% ATTACK_ACROSS_RIVER_WINTER 50 /* Attack efficiency percentage when attacking across river in winter weather */
157. Changed research so a country that’s not at war or mobilized cannot put focus on any tech within a research area.
158. Changed research so you only spend a focus put by setting a focus. If you revert research back to balanced then you don’t spend a focus point.
rkr1958
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Post by rkr1958 »

Turn 14. May 28, 1942 Axis.

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zechi
1st Lieutenant - Grenadier
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Post by zechi »

Seems you got lucky with the Italian research in Infantry, Artillery and Anti-Tank Guns are nearly at 30 %.
Cybvep
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Post by Cybvep »

Why not subs for Italy? They work really great for them and they are much cheaper than BBs or CVs.
rkr1958
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Post by rkr1958 »

Cybvep wrote:Why not subs for Italy? They work really great for them and they are much cheaper than BBs or CVs.
I'm planning on building infantry with the Italians. I don't have plans for any additional naval surface or sub builds. Also, I don't have any plans for any additional Italian air builds.
Plaid
Brigadier-General - 15 cm Nblwf 41
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Post by Plaid »

rkr1958 wrote:I'm planning on building infantry with the Italians.
Their 300 mighty manpower pool will be happy :D
Cybvep
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Post by Cybvep »

Italian infantry can be useful for anti-partisan duties and they can act as city garrisons. That way you won't need massive MP pool to support a big number of Italian INF corps.
rkr1958
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Post by rkr1958 »

Turn 15. June 17, 1940 Axis.

France falls and armistice accept!

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No screen cap but the build up for the invasion of Denmark and Norway began this turn with the railing of an armor and infantry corps back to the German/Denmark border.
rkr1958
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Post by rkr1958 »

I forgot to mention for the last turn that the French fighter did not intercept. This means Dan either moved it out of range of my attacks and / or placed it on sentry. It was left at 6-steps the turn previous so it would have intercept if in range and not on sentry.

Why Dan wouldn't use the French fighter at the last is that I guess he was defending against me rejecting the armistice. However; with a nearly intact French navy running around I wasn't about to refuse it!
rkr1958
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Post by rkr1958 »

Turn 16. June 27, 1940 Axis.

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rkr1958
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Post by rkr1958 »

Turn 17. July 17, 1940 Axis.

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rkr1958
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Post by rkr1958 »

Turn 18. August 6, 1940 Axis.

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PionUrpo
Staff Sergeant - StuG IIIF
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Post by PionUrpo »

Not using your extra focus points?
rkr1958
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Post by rkr1958 »

PionUrpo wrote:Not using your extra focus points?
Once German in Strategic Operations reaches lvl 1 I will then switch to a focus in dog fighting. If necessary I will use focus points in early 1941 to accelerate a slow moving armor or infantry tech in preparation for Barbarossa. Otherwise, I'm happy with my allocation.
PionUrpo
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Post by PionUrpo »

rkr1958 wrote:Once German in Strategic Operations reaches lvl 1 I will then switch to a focus in dog fighting. If necessary I will use focus points in early 1941 to accelerate a slow moving armor or infantry tech in preparation for Barbarossa. Otherwise, I'm happy with my allocation.
Ah, I don't tend to wait all the way to lvl 1 before focusing DF. Usually put one on blitzkrieg too.
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