old Potzblitz thread (discontinued)

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Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by Zombo »

In case nobody noticed, that is exactly what the event "Attaque a outrance" is about.


Oh, okay. It's just that it seemed to me that the Hoetzendorf vent actually damaged the AH armies, while the Outrance thing didn't do anything to the French ones, but I might be mistaken... Am I ?
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by Robotron »

Zombo wrote:
In case nobody noticed, that is exactly what the event "Attaque a outrance" is about.


Oh, okay. It's just that it seemed to me that the Hoetzendorf vent actually damaged the AH armies, while the Outrance thing didn't do anything to the French ones, but I might be mistaken... Am I ?
Yes, you are quite mistaken.
Every French land unit adjactent to a German land unit has a 33% chance to lose 1 strength point and 2 points of efficiency.
Every unit that has been hit then has a further 33% chance to lose 1 strength point and 2 points of efficiency.
amcelroy
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by amcelroy »

Ugh, another play through and Germany has surrendered by Feb 1915. This is despite capturing Brussels, two S.O.S victories against England, one against France. Danzig did fall, but the Eastern front was holding and the offensive is building. Several Russian infantry units were defeated. AH had Belgrade and were holding the southern Eastern Front flank with few losses. The country morale really, really, really needs to be improved.
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by Zombo »

Ugh, another play through and Germany has surrendered by Feb 1915.
I guess that's due to the bug mentioned above.

BTW, I seem to have a lot of trouble contesting the Baltic Sea to the Russians as the Germans. Because the convoy route passes next to the Russian green dots, they can safely attack from there, pulverise the convoy, and benefit from defence bonuses that make them too strong to take on. Any ideas?

Regarding the set up in the med, I don't know enough to suggest precise locations, but I guess placing the French around Malta would be preferable, since that would put them out of reach of the "first turn surprise attack" from the AH and they operated from there anyway.

Talking about naval, what's the tactic to hunt allied convoys? Subs are pretty useless in the red zone, so the interception zone is very limited and can be covered with cruisers for protection... I never really figured out the proper way to do it
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by Robotron »

amcelroy wrote:Ugh, another play through and Germany has surrendered by Feb 1915. This is despite capturing Brussels, two S.O.S victories against England, one against France. Danzig did fall, but the Eastern front was holding and the offensive is building. Several Russian infantry units were defeated. AH had Belgrade and were holding the southern Eastern Front flank with few losses. The country morale really, really, really needs to be improved.
Just wait till Friday when V3 will be available (if everything goes peachy). ;)
nehi
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by nehi »

Zombo wrote:
BTW, I seem to have a lot of trouble contesting the Baltic Sea to the Russians as the Germans. Because the convoy route passes next to the Russian green dots, they can safely attack from there, pulverise the convoy, and benefit from defence bonuses that make them too strong to take on. Any ideas?

Regarding the set up in the med, I don't know enough to suggest precise locations, but I guess placing the French around Malta would be preferable, since that would put them out of reach of the "first turn surprise attack" from the AH and they operated from there anyway.

Talking about naval, what's the tactic to hunt allied convoys? Subs are pretty useless in the red zone, so the interception zone is very limited and can be covered with cruisers for protection... I never really figured out the proper way to do it
raping russian navy is one of the easiest thing to do in ctgw 8)

park one of cruisers next to turku with one sub as right (bottom) wing cover
ai will move dreadnought to position, where u can surround it by rest of german navy, problem solved

french dreadnought can be caught between sicilia and sardinia just in time france enter the war, ai is harmless without dreadnoughts

best way to use navy is coastal bombing cities

even british navy can be picked one by one, ai has priority to cover transport (and convoys)

similar trap as nearby turku, just nearby norwich, can be set up, one cruiser next to coast, both german subs as bottom and upper right wing covers, rest of fleet 2hexes far from that cruiser in neutral waters... first dreadnought or two will went just inbetween your ships and subs, piece of cake, rest of navy will try to cover transports, as long as u are able to prolong way of transports to its goal, u can sink rest of ships at will, then u can bombard coast at will also :lol:
Zombo
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by Zombo »

thanks Nehi... but I only play vs human opponents, and those I play with tend to be a little smarter than the AI :wink:
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by nehi »

ah, i forgot there are some brave ones out there...

potzblitz is great vs ai, but it has to be painfully static in mp with doomed and hopeless cp

i prefer vanilla for mp, its quite well balanced and much more dynamic, only small garrisons upkeep is great flaw there
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by Robotron »

Okay, here's the first draft of the events description and rules for the mod.

https://drive.google.com/open?id=0B0N7V ... nRWbTIySGc

This PDF has a whopping 94 pages, it is not meant to be learned by heart but is a reference for people who want to know what exactly will be going on in Potzblitz V3 without having to learn LUA to have a look at the scripts.

No fancy hyperlinking or bookmarks (yet!), sorry. Not to be taken orally. Avoid driving a motor vehicle, or operating heavy machinery while reading. Store in a cool, dry place. Batteries not included. Do not immerse product in water. Eat at Joe's! :wink:

Any comments or suggestions are welcome.

V3 will be uploaded on Friday.

Greets.
Last edited by Robotron on Wed Nov 09, 2016 10:24 am, edited 1 time in total.
nehi
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by nehi »

Robotron wrote: Any comments or suggestions are welcome.
fine, one suggestion is still up there, from the very beginning, why is germany surrendering so easily?

ive tried to beat ai without making any new unit, as entente it was piece of cake, but more challenging try as cp went totally bad, with only posen lost, half british fleet sunk (at least 2 battleships/cruisers, triggered event), belgium conquered and france on one of its knees (dreadnought sunk), germany surrendered during first winter

german morale is weaker than french in ww2
Last edited by nehi on Tue Nov 08, 2016 7:48 pm, edited 1 time in total.
Robotron
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by Robotron »

nehi wrote:
Robotron wrote: Any comments or suggestions are welcome.
fine, one suggestion is still up there, from the very beginning, why is germany surrendering so easily?

ive tried to beat ai without making any new unit, as entente it was piece of cake, but more challenging try as cp went totally bad, with only posen lost, belgium conquered and france on one of its knees, germany surrendered during first winter

german morale is weaker than french in ww2
It's because you don't read what I write. 2.64 has a morale bug, that's why.
nehi
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by nehi »

ive read it, but its not making sense, germans winning almost everywhere but tactically withdrawing to lure russians in trap and surrender, why? at least why so quickly?

im not only one asking

ive triggered tannenberg just before that surrender, why is germany morale sucked out in like no time, but they are not gaining any for quite huge achievements?

they lose all morale cause of russian achievement not even worthy for 10%, morale loss should be roofed to some level per year for events, if there are not any great losses like berlin or so

with all that navy won battles, kaiser would throw even all women and children on battlefield rather than surrender
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by Robotron »

nehi wrote:ive tried to beat ai without making any new unit, as entente it was piece of cake, but more challenging try as cp went totally bad
This. If you don't build as many troops as possible and have a good kill ratio your morale will drop. Add to this a few crucial production points lost by losing cities further draining morale and a morale-draining event that probably has been neglected for quite a few turns you have a recipe for disaster.
nehi
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by nehi »

war just started, warmongering is at 200%

warplan is clear, beat western allies then turn on east, why the hell germans surrender in first 15 turns?

everything is going well, as planned, there is no point to lose all morale even before first trenches are set up, it definitely needs that morale drop roof

its not problem of my try to beat impossible challenge (i lost few units, what would be crucial in next turns, i guess i would lose anyway, but later), it was there always, as others mentioned in their reports, they made new units, they hold russians, but germans surrendered almost as quickly as im describing

germans were eager to start the great war, they just cant surrender in first year of the war without any huge reason (btw i lost just production of 5 pps, posen totally, lotzen cause of attacks, but holding it)
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by amcelroy »

Robotron wrote:Okay, here's the first draft of the events description and rules for the mod.

https://drive.google.com/open?id=0B0N7V ... nRWbTIySGc

This PDF has a whopping 94 pages, it is not meant to be learned by heart but is a reference for people who want to know what exactly will be going on in Potzblitz V3 without having to learn LUA to have a look at the scripts.

No fancy hyperlinking or bookmarks (yet!), sorry. Not to be taken orally. Avoid driving a motor vehicle, or operating heavy machinery while reading. Store in a cool, dry place. Batteries not included. Do not immerse product in water. Eat at Joe's! :wink:

Any comments or suggestions are welcome.

V3 will be uploaded on Friday.

Greets.
Wow, very cool changes! Can't wait to play as CP with the morale bug fixed.
nehi
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Re: POTZBLITZ: a mod for CTGW UPDATE V2.5

Post by nehi »

Wow, very cool changes! Can't wait to play as CP with the morale bug fixed.
if this is what was robotron talking about i didnt read, ok, i will reconsider my judgment once 3.x will be out

but my suggestion is still on, morale drop cause of events should be roofed or somehow divided/multiplied during years, to dont have such great impact at start of the war
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Zombo »

playing with the current version as the CP (against a human player), well into 1915... the Turks look really strong... I keep producing troops... is that intended?
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Robotron »

Zombo wrote:playing with the current version as the CP (against a human player), well into 1915... the Turks look really strong... I keep producing troops... is that intended?
If the "Constantinople Express" has occurred: yes.
Else: no.
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Zombo »

If the "Constantinople Express" has occurred: yes.
No, it didn't.
Currently (oct1915) I have
Home front: 2 Gar + 1 ArmTrain
Caucasus: 3 Inf + 1 Cav + 1 Gar
Tabriz: 1 Inf+ 1Cav + 1 Gar
Basra: 2 Inf+ 1 Cav + 2 Gar
Egypt: 3 Inf + 3 Gar
2 Inf labs

97 production points in total, per turn surplus: +16
and more generals that I can use...

Seems a little hyperinflated, I'm on the offensive everywhere...

Also, I got the Senussi. I know they are in limited supply, but Infantries seem really exaggerated, a combination of Gar & Cav would be just fine.
BTW, is it possible to make them not rebuildable? Using Turkish manpower to replenish them is a little weird

I also noticed that the neutrality bar of Italy, in spite of numerous events relating to their diplomatic posture, stays immobile ( in the middle)

and zeppelins, once slightly upgraded, are way too powerful against subs, in my opinion

Keep up the good work, looking forward to Friday!!!
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Robotron »

Zombo wrote: Seems a little hyperinflated, I'm on the offensive everywhere...
Then I guess your opponent sends too many British troops to Europe.
Zombo wrote: Also, I got the Senussi. I know they are in limited supply, but Infantries seem really exaggerated, a combination of Gar & Cav would be just fine.
The Senussi are out of supply. If they only had Gars and Cavs they would pose no threat at all.
Zombo wrote: BTW, is it possible to make them not rebuildable? Using Turkish manpower to replenish them is a little weird
I won't build in another faction just for one single event.
Zombo wrote: I also noticed that the neutrality bar of Italy, in spite of numerous events relating to their diplomatic posture, stays immobile ( in the middle)
Have you ceded Trento? If you have ceded Trento to Italy and already occupy Warsaw the chance for Italy to change its alignment is significally reduced.
Zombo wrote: and zeppelins, once slightly upgraded, are way too powerful against subs, in my opinion
They should have a value of 12, just like in the standard game. But if that's too much, I'll reduce it to 10 after "observation car" tech. How about the strategic bombing ability? Too high or too low?
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