"Kaiserschlacht" WWI Mod v3.3 (Mar 5, 2016)
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: WWI - Campaign Released, Grand Campaign '14 Announced
Hi,
Quick question, when i start ww1 mod the auto-save is not working. It loads the another campaign.
I use jgme and start the campaign from player scenarios (where grand campaigns ar located).
Quick question, when i start ww1 mod the auto-save is not working. It loads the another campaign.
I use jgme and start the campaign from player scenarios (where grand campaigns ar located).
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captainjack
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Re: WWI - Campaign Released, Grand Campaign '14 Announced
Just failed in the German 1918 offensive - one empty victory hex to get MV and no units with enough movement to get there! It was very tough initially, but eventually the edges fell silent. I think I realised about two turns too late what was happening or I'd have been able to support the centre a bit better. But then with something like 14 allied fighters against my two AA guns and three fighters, I couldn't really take a look behind the lines.
I am now faced with a rather intimidating defensive battle with vaporising auxiliary units and so little prestige I'm not sure I can afford the white flags I'll be needing.
I am now faced with a rather intimidating defensive battle with vaporising auxiliary units and so little prestige I'm not sure I can afford the white flags I'll be needing.
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BiteNibbleChomp
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Re: WWI - Campaign Released, Grand Campaign '14 Announced
Don't worry, my stormtroopers can give you some spare white flags - they never use them. How many artillery are you bringing to Arras18?captainjack wrote:Just failed in the German 1918 offensive - one empty victory hex to get MV and no units with enough movement to get there! It was very tough initially, but eventually the edges fell silent. I think I realised about two turns too late what was happening or I'd have been able to support the centre a bit better. But then with something like 14 allied fighters against my two AA guns and three fighters, I couldn't really take a look behind the lines.
I am now faced with a rather intimidating defensive battle with vaporising auxiliary units and so little prestige I'm not sure I can afford the white flags I'll be needing.
- BNC (Can't wait for your AAR on Mons18)
Ryan O'Shea - Developer - Strategic Command American Civil War
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BiteNibbleChomp
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Re: WWI - Campaign Released, Grand Campaign '14 Announced
Also, similar to the vanilla Grand Campaign, there will be an experience cap implemented.
Grand Campaign '14: 225
Grand Campaign '15: 300
Grand Campaign '16: 400
Grand Campaign '17: 500
Grand Campaign '18: 599
The full scenario lists for GCs 14-17 have also been confirmed:
Grand Campaign '14:
Meuse Crossing
Liege14
Tirlemont
Brussels14
Antwerp14
Nieuport
East Prussia
Tannenburg
Krakow
Ivangorod
Lodz14
Grand Campaign '15:
Bolimov
Masurian Lakes (2nd Battle of)
Przemysl
Lemberg
Isonzo River (1st-4th?)
Warsaw15
Loos
Belgrade15
Montenegro
Nish
Minsk15
Smolensk15
Moscow Approaches
Grand Campaign '16:
Ornes (part of attack on Verdun)
Fort Douaumont
La Mort Homme
Fort Vaux Siege
Fort Vaux Assault
Irish Convoys
Great Yarmouth (Naval Bombing)
Breakout of Wilhelmshaven (30 May '16)
Skaggerakschlacht (Jutland)
Czernowitz
First Day of the Somme
Attrition on the Somme
Bucharest
Black Sea coast
Grand Campaign '17:
Hindenburg Line Retreat (Feb '17)
British Offensive (Arras17 in Kaiserschlacht)
French Offensive (Nivelle Off. 16 Apr)
Zeebruge Raid
Messines
Langemarck (3rd Ypres)
Poelcappelle (3rd Ypres)
Passchendaele (3rd Ypres)
Isonzo Breakout
Vittorio Veneto (German offensive into Italy)
Grand Campaign '18 (incomplete list)
Faustschlag
Kiev18
Bapaume
Villers-Bretoneux18
Blucher-Yorck
Noyon-Montdidier
2nd Marne
...
- BNC
Grand Campaign '14: 225
Grand Campaign '15: 300
Grand Campaign '16: 400
Grand Campaign '17: 500
Grand Campaign '18: 599
The full scenario lists for GCs 14-17 have also been confirmed:
Grand Campaign '14:
Meuse Crossing
Liege14
Tirlemont
Brussels14
Antwerp14
Nieuport
East Prussia
Tannenburg
Krakow
Ivangorod
Lodz14
Grand Campaign '15:
Bolimov
Masurian Lakes (2nd Battle of)
Przemysl
Lemberg
Isonzo River (1st-4th?)
Warsaw15
Loos
Belgrade15
Montenegro
Nish
Minsk15
Smolensk15
Moscow Approaches
Grand Campaign '16:
Ornes (part of attack on Verdun)
Fort Douaumont
La Mort Homme
Fort Vaux Siege
Fort Vaux Assault
Irish Convoys
Great Yarmouth (Naval Bombing)
Breakout of Wilhelmshaven (30 May '16)
Skaggerakschlacht (Jutland)
Czernowitz
First Day of the Somme
Attrition on the Somme
Bucharest
Black Sea coast
Grand Campaign '17:
Hindenburg Line Retreat (Feb '17)
British Offensive (Arras17 in Kaiserschlacht)
French Offensive (Nivelle Off. 16 Apr)
Zeebruge Raid
Messines
Langemarck (3rd Ypres)
Poelcappelle (3rd Ypres)
Passchendaele (3rd Ypres)
Isonzo Breakout
Vittorio Veneto (German offensive into Italy)
Grand Campaign '18 (incomplete list)
Faustschlag
Kiev18
Bapaume
Villers-Bretoneux18
Blucher-Yorck
Noyon-Montdidier
2nd Marne
...
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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LandMarine47
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
I'm assuming were taking a page to of GC 45 West, with nearly impossible scenarios, that need DVs.... Or a historical path, even more painful than Mons 18 
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BiteNibbleChomp
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
GC18 will be similar to Kaiserschlacht from the Michael offensive onwards - 2 (now 4) chances at beating France, a Paris and then a landing in England, or a really bad path. The historical ending will have a worse-than-mons-18 scenario, combined with unrest in GermanyLandMarine47 wrote:I'm assuming were taking a page to of GC 45 West, with nearly impossible scenarios, that need DVs.... Or a historical path, even more painful than Mons 18
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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captainjack
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
I just had a good kicking at Arras 18. I had so little prestige that I was six units short (well, I could have deployed the zeppelin, but in the previous scenario I counted 14 enemy fighters at one point, so figured the zep would not quite last out the first two attacks).
After a look at the briefing and waiting for around a week to forget the pain of the previous scenario I deployed all my troops around Bethune in the top left corner, so that when the auxiliaries had all gone I would have a chance of a heroic stand.
By the end of turn 7, there were no auxiliary units left, and my defensive area was under siege from turn 8. The close packed attackers allowed me some surrender prestige, but until I forced a 7 strength tank to surrender I couldn't even afford a replacement infantry unit. Somehow I managed to hold on for MV, with two infantry, 11 of my original 15 artillery and one of my AA guns (plus the zeppelin).
I might have had a slightly better chance if I had started with a full complement and if I had pushed the artillery forwards to give defensive fire to extend the defence by the auxiliaries, but since the auxiliaries were dropping strength every turn from desertions, falling back to defend Bethune was simply a matter of time.
Facing Mons 18, with enough prestige to restore 5 infantry, I was still looking at being about 10 units short on deployment. I am cutting my losses and running off some fake papers to show that I am actually Harry Jones from Hartlepool, just escaped from those terrible Austro-Hungarians.....
While the previous scenarios had posed challenges and I know that I had missed opportunities, unfortunately this one felt too much like a no-hope scenario right from the start - even Bagration in Vanilla felt more winnable for at least the deployment stage! I think that these kind of major defeats should be handled like some of the DLC East scenarios, where you are fighting in only part of the sector and can win if smart and lucky, even if the overall result is a loss. Of course I might have played really badly, but I'd rather not think about that possibility.
After a look at the briefing and waiting for around a week to forget the pain of the previous scenario I deployed all my troops around Bethune in the top left corner, so that when the auxiliaries had all gone I would have a chance of a heroic stand.
By the end of turn 7, there were no auxiliary units left, and my defensive area was under siege from turn 8. The close packed attackers allowed me some surrender prestige, but until I forced a 7 strength tank to surrender I couldn't even afford a replacement infantry unit. Somehow I managed to hold on for MV, with two infantry, 11 of my original 15 artillery and one of my AA guns (plus the zeppelin).
I might have had a slightly better chance if I had started with a full complement and if I had pushed the artillery forwards to give defensive fire to extend the defence by the auxiliaries, but since the auxiliaries were dropping strength every turn from desertions, falling back to defend Bethune was simply a matter of time.
Facing Mons 18, with enough prestige to restore 5 infantry, I was still looking at being about 10 units short on deployment. I am cutting my losses and running off some fake papers to show that I am actually Harry Jones from Hartlepool, just escaped from those terrible Austro-Hungarians.....
While the previous scenarios had posed challenges and I know that I had missed opportunities, unfortunately this one felt too much like a no-hope scenario right from the start - even Bagration in Vanilla felt more winnable for at least the deployment stage! I think that these kind of major defeats should be handled like some of the DLC East scenarios, where you are fighting in only part of the sector and can win if smart and lucky, even if the overall result is a loss. Of course I might have played really badly, but I'd rather not think about that possibility.
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BiteNibbleChomp
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
captainjack wrote:I just had a good kicking at Arras 18. I had so little prestige that I was six units short (well, I could have deployed the zeppelin, but in the previous scenario I counted 14 enemy fighters at one point, so figured the zep would not quite last out the first two attacks).
After a look at the briefing and waiting for around a week to forget the pain of the previous scenario I deployed all my troops around Bethune in the top left corner, so that when the auxiliaries had all gone I would have a chance of a heroic stand.
By the end of turn 7, there were no auxiliary units left, and my defensive area was under siege from turn 8. The close packed attackers allowed me some surrender prestige, but until I forced a 7 strength tank to surrender I couldn't even afford a replacement infantry unit. Somehow I managed to hold on for MV, with two infantry, 11 of my original 15 artillery and one of my AA guns (plus the zeppelin).
I might have had a slightly better chance if I had started with a full complement and if I had pushed the artillery forwards to give defensive fire to extend the defence by the auxiliaries, but since the auxiliaries were dropping strength every turn from desertions, falling back to defend Bethune was simply a matter of time.
Facing Mons 18, with enough prestige to restore 5 infantry, I was still looking at being about 10 units short on deployment. I am cutting my losses and running off some fake papers to show that I am actually Harry Jones from Hartlepool, just escaped from those terrible Austro-Hungarians.....
While the previous scenarios had posed challenges and I know that I had missed opportunities, unfortunately this one felt too much like a no-hope scenario right from the start - even Bagration in Vanilla felt more winnable for at least the deployment stage! I think that these kind of major defeats should be handled like some of the DLC East scenarios, where you are fighting in only part of the sector and can win if smart and lucky, even if the overall result is a loss. Of course I might have played really badly, but I'd rather not think about that possibility.
How many MG Inf were in your core? After Michael/Georgette, all the scenarios are defensive, so you should upgrade all Inf '18 to MG '17.
Also, why didn't you sell the zeppelin at the start of arras18 for 100pp?
Arras 18 and especially Mons18 are designed to be "core-wreckers" that destroy your army before the revolution. - It is more important in these to keep as many units alive as you can, for any hope of seeing the campaign through to the end.
The key to Mons 18 is to have at least 10 MG '17 Inf, 4 Artillery and preferably a tank. To gain the DV, you will need 10-11 gas units as well, which should be launched thru turns 6-8. Using the river in it helps a lot, as you can keep only 3 units there, and all your others against the western attack. Arras 18 is harder to plan, but simply you will need more MGs, Artillery and Tanks. Sell all aircraft still alive after Michael/Georgette, as these will otherwise be swamped by the enemy who now hordes 20+ each scenario. All units will need 3* in order to have much chance of living.
Your Arras18 auxillaries are self-destructive, so don't rely on them!
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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captainjack
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
I think I was beyond help by Arras 18 - my infantry was all 18 Infantry apart from one flamethrower unit, but I was still six units short when I ran out of prestige and that was with green (free) reinforcements, so upgrading and elite reinforcements was not an option by then, even if I had sold the Zeppelin. I did have about half 2* and 3* artillery units and some of the infantry were 1* or 2*, but not enough.
I will have another go when I feel the need to get revenge, and maybe set the prestige to something over 100%.
I will have another go when I feel the need to get revenge, and maybe set the prestige to something over 100%.
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BiteNibbleChomp
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
Play again on 150%, you'll notice a large difference. One tactic that will prove useful is to purchase units mid-scenario, particularly artillery.
Also remember that Arras and Mons 18 are designed to destroy entire armies, wasting up to 10k prestige each. (I spent 3.5k on a test run of Mons18, where all units were the best units of their class and all were 3 1/2 *s. Even with 10 gas attacks I only just barely lived).
Also what did you choose when you were given the choice of Caporetto/Cambrai/Estonia?
- BNC
Also remember that Arras and Mons 18 are designed to destroy entire armies, wasting up to 10k prestige each. (I spent 3.5k on a test run of Mons18, where all units were the best units of their class and all were 3 1/2 *s. Even with 10 gas attacks I only just barely lived).
Also what did you choose when you were given the choice of Caporetto/Cambrai/Estonia?
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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captainjack
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
I've had another go with 150% prestige, but otherwise General with reform and dice chess.
DV on the first three - Paris 14 I had a few turns spare, but Schlieffen Plan and Poland were last turn wins. I am about to enter Serbia.
In Poland capturing cities reasonably near the furthest victory hexes helped as I could replace lost units with artillery that is already in range or only one or two turns away. I also retired the fighter and zeppelin once they had reached the end of useful range, which freed up two extra gun slots. The original guns came into range in the last two or three turns to help finish things off, but the new guns were essential.
Move heroes on the guns are priceless, as two or three 2 move guns allow for supported flanking moves or repositioning. They make life so much easier, but all I have is 2 +2 attack heroes.
So far, the key seems to be thinking hard where to place the artillery on deployment, as they move too slowly to redirect or reposition if you make a mistake. Also I have a better feel for the different units and am starting to adjust to the pace of a game where almost everything walks.
I have noticed that using GME there is no saved allied/axis turn (or the WW1 equivalent). Rockety also mentioned this. I don't know if this is a GME effect or a mod effect.
DV on the first three - Paris 14 I had a few turns spare, but Schlieffen Plan and Poland were last turn wins. I am about to enter Serbia.
In Poland capturing cities reasonably near the furthest victory hexes helped as I could replace lost units with artillery that is already in range or only one or two turns away. I also retired the fighter and zeppelin once they had reached the end of useful range, which freed up two extra gun slots. The original guns came into range in the last two or three turns to help finish things off, but the new guns were essential.
Move heroes on the guns are priceless, as two or three 2 move guns allow for supported flanking moves or repositioning. They make life so much easier, but all I have is 2 +2 attack heroes.
So far, the key seems to be thinking hard where to place the artillery on deployment, as they move too slowly to redirect or reposition if you make a mistake. Also I have a better feel for the different units and am starting to adjust to the pace of a game where almost everything walks.
I have noticed that using GME there is no saved allied/axis turn (or the WW1 equivalent). Rockety also mentioned this. I don't know if this is a GME effect or a mod effect.
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BiteNibbleChomp
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
Warning - Estonia with 20 turns is scarily difficult - 22 it becomes soooooo much easier! Only 1 advantage of Paris 18 over 14: Avoiding Estonia (and picking Caporetto).
Also, in GC 14, do people want me to use the "Escape Hexes" again like in Kaiserschlacht, allowing you to retire units? These won't be added in defensive ones anyway (commanders don't want you to give any ground - I also found a bit of a cheat with them in def's.), but I could add them for attack scenarios.
- BNC
Also, in GC 14, do people want me to use the "Escape Hexes" again like in Kaiserschlacht, allowing you to retire units? These won't be added in defensive ones anyway (commanders don't want you to give any ground - I also found a bit of a cheat with them in def's.), but I could add them for attack scenarios.
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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BiteNibbleChomp
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
I attempted to include the transports to Kaiserschlacht, but they wouldn't work. In GC14, you will have a totally different experience. Gas Units are set to be even more powerful (99 attack instead of 32?), because no-one seems to use them at all.captainjack wrote:I've had another go with 150% prestige, but otherwise General with reform and dice chess.
DV on the first three - Paris 14 I had a few turns spare, but Schlieffen Plan and Poland were last turn wins. I am about to enter Serbia.
In Poland capturing cities reasonably near the furthest victory hexes helped as I could replace lost units with artillery that is already in range or only one or two turns away. I also retired the fighter and zeppelin once they had reached the end of useful range, which freed up two extra gun slots. The original guns came into range in the last two or three turns to help finish things off, but the new guns were essential.
Move heroes on the guns are priceless, as two or three 2 move guns allow for supported flanking moves or repositioning. They make life so much easier, but all I have is 2 +2 attack heroes.
So far, the key seems to be thinking hard where to place the artillery on deployment, as they move too slowly to redirect or reposition if you make a mistake. Also I have a better feel for the different units and am starting to adjust to the pace of a game where almost everything walks.
I have noticed that using GME there is no saved allied/axis turn (or the WW1 equivalent). Rockety also mentioned this. I don't know if this is a GME effect or a mod effect.
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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captainjack
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
Jutland was very strange - hardly any of the British ships attacked, even when in contact with mine. I got a DV with quite a few turns to go and most of the British battleships still remaining, although I had removed all of their cruisers and destroyers by then without a single lost ship (and probably only about 10 lost strength points).
Serbia was OK though I had to think hard where to place the artillery to start with so I had a chance of getting it into position when needed.
I'm part way through Brusilov, which actually seems a little harder than last time round - blind luck can be a great ally!
Incidentally, Guille's latest MG unit designs sparked a discussion on possible use of HMG units - possibly as a switchable option for HW infantry - the use of HMGs in the Great War might suit this application particularly well.
Serbia was OK though I had to think hard where to place the artillery to start with so I had a chance of getting it into position when needed.
I'm part way through Brusilov, which actually seems a little harder than last time round - blind luck can be a great ally!
Incidentally, Guille's latest MG unit designs sparked a discussion on possible use of HMG units - possibly as a switchable option for HW infantry - the use of HMGs in the Great War might suit this application particularly well.
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BiteNibbleChomp
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Re: WWI - Grand Campaign '14 WIP, GC '15 - '18 Announced
Jutland is designed to be won many turns before the end (or lost, as well!)
New scenarios that are confirmed for GC 18!:
Lille18
Mezieres18
Naval Mutiny
And the fun path now includes:
Compiegne18
Paris Forts
Paris City
Dover
London
Mediterranean Sea.
For those wondering: Mezieres18 is the GC equivalent of Mons18, but MUCH WORSE
- You will have 1/3 of the size army you get in Mons, but face a similar amount of enemies! Lille 18 will be a very watered-down version of Mezieres.
The fun part will have Compiegne18, as well as the two Paris scenarios, instead of Paris 18. However, there is no Paris 14-equivalent, so prepare for a harder fight.
Dover + London = Start of UK18.
so where did this Mediterranean Sea scenario come from? Well, Uk18 goes on well into the Winter of 1918-9, and most of it you spend just chasing small numbers of British forces up the east coast of Britain to Edinburgh. No point in including this in the GC (otherwise GC 14-18 itself is pointless, just a long version of Kaiserschlacht [and a waste of effort for me]), so lets say that after London falls, the British flee from England and Scotland entirely! (Including civilians). They set their government up at Cairo, while most Brits go to Canada. France did a similar thing, fleeing from continental Europe, and rebasing at Algeria. So the 4 Central Powers begin marching on these new targets to win the war entirely! (Scenario will start in 1919)
Germany: targets Gibraltar, Algeria, Milan, Corsica & Sardinia
The AHE: targets Eastern Italy & Greece, later Libya.
Ottomans: they launch a mass attack on Egypt (and Palestine)
Bulgaria: minor role in the planned scenario.
Now post, or face the stormtroopers!
- BNC
New scenarios that are confirmed for GC 18!:
St Quentin CanalBiteNibbleChomp wrote:Grand Campaign '18
Faustschlag
Kiev18
Bapaume
Villers-Bretoneux18
Blucher-Yorck
Noyon-Montdidier
2nd Marne
...
Lille18
Mezieres18
Naval Mutiny
And the fun path now includes:
Compiegne18
Paris Forts
Paris City
Dover
London
Mediterranean Sea.
For those wondering: Mezieres18 is the GC equivalent of Mons18, but MUCH WORSE
The fun part will have Compiegne18, as well as the two Paris scenarios, instead of Paris 18. However, there is no Paris 14-equivalent, so prepare for a harder fight.
Dover + London = Start of UK18.
so where did this Mediterranean Sea scenario come from? Well, Uk18 goes on well into the Winter of 1918-9, and most of it you spend just chasing small numbers of British forces up the east coast of Britain to Edinburgh. No point in including this in the GC (otherwise GC 14-18 itself is pointless, just a long version of Kaiserschlacht [and a waste of effort for me]), so lets say that after London falls, the British flee from England and Scotland entirely! (Including civilians). They set their government up at Cairo, while most Brits go to Canada. France did a similar thing, fleeing from continental Europe, and rebasing at Algeria. So the 4 Central Powers begin marching on these new targets to win the war entirely! (Scenario will start in 1919)
Germany: targets Gibraltar, Algeria, Milan, Corsica & Sardinia
The AHE: targets Eastern Italy & Greece, later Libya.
Ottomans: they launch a mass attack on Egypt (and Palestine)
Bulgaria: minor role in the planned scenario.
Now post, or face the stormtroopers!
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
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Wellingham
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Re: WWI - GC '14-'18 Announced
I voted on the poll, Napoleonic Wars for the win!
Also, nice scenario thinking. You must have a giant war brain BNC.
~Ulisses Montagna
Also, nice scenario thinking. You must have a giant war brain BNC.
~Ulisses Montagna
~UM
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BiteNibbleChomp
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Re: WWI - GC '14-'18 Announced
Aside from GC14 for a post, what would people think if I edited "War of the World" to make a WWI version?
I was considering doing this, but The Path to Rearmament came to mind, and pushed everything back (after the Wii U has pushed all my modding back by months - Mariokart 8 is going to be hard to avoid!)
So, any opinions on this?
- BNC (GC14 will still go ahead, but '15-'18 may be pushed back a month or so if I make WotW2)
I was considering doing this, but The Path to Rearmament came to mind, and pushed everything back (after the Wii U has pushed all my modding back by months - Mariokart 8 is going to be hard to avoid!)
So, any opinions on this?
- BNC (GC14 will still go ahead, but '15-'18 may be pushed back a month or so if I make WotW2)
Ryan O'Shea - Developer - Strategic Command American Civil War
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Cataphract88
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Navaronegun
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Re: WWI - GC '14-'18 Announced
If I could play a WW1 Campaign which included the East African Campaign, the saga of the German Pacific Squadron, the Balkan Front, the Caucasus Front and the War in the Levant, I would likely buy the PC version.BiteNibbleChomp wrote:Aside from GC14 for a post, what would people think if I edited "War of the World" to make a WWI version?
I was considering doing this, but The Path to Rearmament came to mind, and pushed everything back (after the Wii U has pushed all my modding back by months - Mariokart 8 is going to be hard to avoid!)
So, any opinions on this?
- BNC (GC14 will still go ahead, but '15-'18 may be pushed back a month or so if I make WotW2)
I think the best way to describe our operations to date is that they have violated every recognized principle of war.
General Eisenhower, Supreme Commander Allied Expeditionary Force, on the Tunisian Campaign, 27 DEC 1942.
General Eisenhower, Supreme Commander Allied Expeditionary Force, on the Tunisian Campaign, 27 DEC 1942.
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LandMarine47
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Re: WWI - GC '14-'18 Announced
I myself have neglected my writings..... My World of Tanks account demands I unlock the glorious Panzer IV! 
