Page 11 of 11

Posted: Mon Aug 09, 2010 7:57 pm
by massina_nz
Plaid wrote:
trulster wrote: And, I guess it was established that cutting off Caucasus from the rest of Russia by marching to the Black Sea had no effect in GS, or?
They will be unable to rail through axis occupied hexes to the north, I think. They would receive supply level 4 from Basra and would be able to rail within Caucasus though.
Yes in my game with Lynz that turned out to be the case. Still had supply level 4, but presumably unable to rail out of the caucauses.

Posted: Sat Aug 14, 2010 5:01 am
by BuddyGrant
Stauffenberg wrote: I think the changes we made to GS v1.05 regarding Russia has given the Axis a better chance to actually win the war. This game is one such example.
What changes to GS 1.05 were made regarding Russia?

Posted: Sat Aug 14, 2010 5:45 am
by schwerpunkt
The -20 DOW penalty and changes to number and location of air, ARM and MECH units I believe.

Posted: Sat Aug 14, 2010 12:23 pm
by Peter Stauffenberg
The DoW penalty increased from -20 to -30 and we made a more forward defense for Russia. That means they Russians can't counter attack for a few turns and more Russian units might be trapped if the Germans move fast. This means it's almost impossible to hold the Dvina / Dnepr line for the Russians if the Germans launch a pretty decent Barbarossa.

Posted: Sat Aug 14, 2010 9:07 pm
by BuddyGrant
Stauffenberg wrote:The DoW penalty increased from -20 to -30 and we made a more forward defense for Russia. That means they Russians can't counter attack for a few turns and more Russian units might be trapped if the Germans move fast. This means it's almost impossible to hold the Dvina / Dnepr line for the Russians if the Germans launch a pretty decent Barbarossa.
Thanks! I checked some old threads listing 1.05 changes, but I guess I didn't find the right one:).

Posted: Sat Aug 14, 2010 9:34 pm
by rkr1958
BuddyGrant wrote:
Stauffenberg wrote:The DoW penalty increased from -20 to -30 and we made a more forward defense for Russia. That means they Russians can't counter attack for a few turns and more Russian units might be trapped if the Germans move fast. This means it's almost impossible to hold the Dvina / Dnepr line for the Russians if the Germans launch a pretty decent Barbarossa.
Thanks! I checked some old threads listing 1.05 changes, but I guess I didn't find the right one:).
See: viewtopic.php?p=136119#136119

It was buried in the list of changes for the update on 3-12-2010.
3-12-2010
45. Changed random research so there is a chance for one tech that would give a spectacular result. With normal research you get a tech progress of 2 and that’s multiplied with the number of labs, focus and tech difficulty. Changed random research to following probabilities:
a. 40%: 1
b. 20%: 1.5
c. 20%: 2
d. 10%: 3
e. 5%: 5
f. 5%: 10 (will be flagged as great progress)
46. This gives an average progress of 2.15. The old system had:
a. 87%: 1
b. 10%: 8
c. 3%: 15
47. The new system is better because you have to be very unlucky to get lots of 1’s. It’s only 40% per turn instead of 87%. You won’t often get a great result, but enough for random research to be exciting. With random research it means you can’t predict when you will get the new techs and that’s a good thing. I think it’s possible to play with random research the way I designed it. I don’t think we need “full” research. i. e. the old system, because the new random research will give enough uncertainty for the players to enjoy the random research. At the same time this reduces the frustration of having one tech lagging too much behind because you always got below 87%.
48. Made Random Research a default when starting new games.
49. Increased the efficiency loss for Russian units when German DoW from 20 to 30. This value is not bad because the Russians will regain almost up to 15 efficiency if they do nothing on that turn. Even for units that move they would still regain 5. With the 30 efficiency loss it means most units just below 30 on turn one. These increase to 40-45 on the first Russian turn and drop 5 again when they move. The it repeats itself until the Russian units get max efficiency. So the extra 10 drop means it takes one extra turn to get to full efficiency. The main difference is that the Russians will be too weak on the first few turns of Barbarossa so the Germans can move as far as they can into Russian territory with little fear of retaliation. That is good. So people should NOT worry about the extra efficiency loss for the Russians. They will be just as strong for the first winter.
50. Moved several units closer to the front line. Now these units will have to run for their lives to survive. Some might even be caught if the Germans are bold. If efficiency loss hadn’t been reduced by 30 then the Russians could counter attack spearhead armor units with some sting. Now they can forget about that on the first few turns. So the mech units have little else to do except running for safety.
51. Moved the Russian fighter from Moscow to Leningrad. This is according to the OOB and it’s not so dangerous because Finland will always activate when Russia activates. If the Finnish are afraid of Russian fighter harassment they can always put the fighter on sentry until German fighters get within range. But the Finnish fighter can fight the Russian fighter and expect good results so why hide?
52. No tech changes were made for the Russians.

Posted: Thu Aug 19, 2010 12:09 pm
by gchristie
Plaid,

Thank you for your AAR with Super Max. While understandable that you two decided to end the game, I am sorry not to see how it would have ended.

Best of luck in your new AAR.

Posted: Thu Aug 19, 2010 12:34 pm
by schwerpunkt
gchristie wrote:Plaid,

Thank you for your AAR with Super Max. While understandable that you two decided to end the game, I am sorry not to see how it would have ended.

Best of luck in your new AAR.
Same here - looked like it would be an interesting tussle.

Posted: Thu Aug 19, 2010 3:41 pm
by TotalerKrieg
I too was also looking forward to seeing how this game would play out. I'm not sure why you guys decided to end this one-- it looked like it would have been a very interesting game to finish.

Thanks for doing the AAR though. It must have taken a fair bit of your time. Also, I like your style of play. Very meticulous! I think you would be a tough opponent for anyone.

Posted: Thu Aug 19, 2010 4:50 pm
by thommo
it was my favorite aar by far. Cheked the site every day just for this!
If we gather like 20 fun would u countiune?


Thommo

Posted: Thu Aug 19, 2010 4:53 pm
by trulster
thommo wrote:it was my favorite aar by far. Cheked the site every day just for this!
If we gather like 20 fun would u countiune?


Thommo
+1, timezones be damned!

Posted: Thu Aug 19, 2010 8:43 pm
by gchristie
thommo wrote:it was my favorite aar by far. Cheked the site every day just for this!
If we gather like 20 fun would u countiune?


Thommo
I'll take a piece of this action!

Posted: Thu Aug 19, 2010 9:55 pm
by Rhialto
thommo wrote:it was my favorite aar by far. Cheked the site every day just for this!
If we gather like 20 fun would u countiune?


Thommo
+3.

I was and still am checking this thread for updates... :cry:

Posted: Fri Aug 20, 2010 6:31 am
by Plaid
I fear there is no way to continue this one, because of number of reasons including Max being pretty busy now and during autumn. (I think game was expected to be finished by this time, but it gone very slow because of ~12 hours time difference).
Also we both are likely to replay later.

Posted: Sun Aug 22, 2010 4:07 am
by ncali
Sorry to see this AAR came to an end. Maybe you could get someone to fill in for Max.