marlon2300 wrote:Turn 95...the Russians are in Berlin, the allies just crossed the rhine and the balkans were massacred by the enemy air force ;(
Well, turn 95 is May 1945 if I am right... and if I remember well from what I learned at school the general situation at that time in Europe was pretty much the same as you described...
I have captured Leningrad, Moscow and Rostov but I couldn't hold the Soviet counter-attack
I think it might be better to try to take and hold the oil fields in the Caucasus somehow: apart from getting some extra prestige each turn it would also further reduce the number of Soviet reinforcements appearing after that.
Sorry, but my original intention was to make this mod a really challenging one so it is recommended that people play it at least one or two difficulty level lower than they usually play PzC in order to win it with the same effort. I do believe that Germany fought against overwhelming odds in WW2 and this should be reflected in any "historical" campaign, even if it disappoints some players a bit. The official campaign is much easier to win, but the official game makers have to appeal to most players without disappointing them, after all they have to make some profit, unlike me. Which means I have to make less compromises for historical accuracy.
Delta66 wrote:First I played 30 or so turns and realized I misunderstood a number of key rules, so I restarted again in June 41, and I managed to win a major victory on FM.
Which is a nice achievment, indeed.

Uhu beat it on Rommel, I usually tested it on General, and a player uploaded a playthrough to youtube playing on some lower difficulty level:
https://www.youtube.com/playlist?list=P ... qnC6-YZ_FQ
Which means everyone has his own level, and luckily difficulty can be customised to everyone's needs in this game.
I never use overstrength instead I try to buy some quality units as they become available. And I try to repair my units to 10 strength as soon as possible. Overall I'm progress cautiously, I'm mean much more than in the vanilla game scenario or the GC. And in the end I have relatively few units completely destroyed.
I would only add that I use elite replacements only occasionally to save prestige. And only for certain unit types such as basic infantry and some (but not all!) tanks and aircraft. I rarely use elite replacements for units having more than two stars.
hugh2711 wrote:what is the most cost effective way of dealing with the naval mines in this excellent mod? thanks for info.
Delta66 wrote:That was also an issue for me.
If I remember correctly would say Tactical Bomber, as strange as it may seem!
Which is a bit weird, indeed.

But, just a bit: for instance the British used the so-called "Flying Magnet", a Wellington bomber equipped with a huge electromagnet to detonate German magnetic mines:
http://www.historyofwar.org/articles/we ... n_dwi.html
But, you are right, it was not a common unit, and thus the best method should be minesweepers, or at least destroyers. So I will try to make naval mines more vulnerable to destroyers and less lethal to capital ships in the next version. Even though the Scharnhorst hit two mines during the Channel Dash, she managed to reach the Kiel. Still, the best will remain to avoid naval mines as clearing them was a tedious and long process which lasted well after WW2:
When the war ended, more than 25,000 U.S.-laid mines were still in place, and the Navy proved unable to sweep them all, limiting efforts to critical areas.[21] After sweeping for almost a year, in May 1946, the Navy abandoned the effort with 13,000 mines still unswept.[21] Over the next thirty years, more than 500 minesweepers (of a variety of types) were damaged or sunk in continuing clearance efforts. (Wikipedia)