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Posted: Mon Sep 12, 2011 7:58 pm
by Kragdob
How did you get fortress in Konigsberg? I just get answer that it appears in 1943...
Posted: Mon Sep 12, 2011 9:17 pm
by richardsd
It appears
That is to say that the code generates it on a set date. You don't do anything.
Posted: Wed Sep 14, 2011 12:18 am
by Peter Stauffenberg
Yes, or when an Allied unit enters a core German hex.
Posted: Mon Sep 19, 2011 9:18 am
by Kragdob
Stauffenberg wrote:Yes, or when an Allied unit enters a core German hex.
Is this set in some variable? It didn't spawn in my Game.
Posted: Mon Sep 19, 2011 11:31 am
by Peter Stauffenberg
Spawn date and spawn hexes are set in general.txt if I recall correctly. This is so for the Atlantic fortresses, eastern German fortresses and even the Gustav line fortresses.
Posted: Tue Sep 20, 2011 8:33 pm
by Diplomaticus
This is the 2nd "Moriss" AAR I've followed--in both cases characterized by wildly aggressive (reckless?) use of UK forces, leading to successful Sealions...
... and in both cases, somehow miraculously, Moriss continues to churn out endless mass armies of British ground troops to throw at his enemies. How is this possible?
IMHO, it shouldn't be possible. With the loss of the homeland, UK simply wouldn't have either the industrial resources or the manpower or the political/military willpower to maintain this kind of profligate expenditure. Where are all these men materializing from? Canada and Australia just didn't have that kind of deep bench to draw on. Ditto for the industrial capacity, training cadres, etc., etc. Who's producing these endless armies and shipping them across a very hostile Atlantic?
The GS gang has worked tirelessly to make a better, more historically accurate game--I ask them, by what stretch of the imagination is this historically plausible?
Posted: Tue Sep 20, 2011 9:02 pm
by richardsd
Morris doesn't invest in labs for the Brits - he doesn't need them for his strategy
Labs are a huge drain on PP's early so you can get a lot if troops if you do this
also, a successful sealion give the Brits an edge in convoys as they don't have to cross the Atlantic
Posted: Tue Sep 20, 2011 10:47 pm
by Peter Stauffenberg
Diplomaticus wrote:This is the 2nd "Moriss" AAR I've followed--in both cases characterized by wildly aggressive (reckless?) use of UK forces, leading to successful Sealions...
... and in both cases, somehow miraculously, Moriss continues to churn out endless mass armies of British ground troops to throw at his enemies. How is this possible?
IMHO, it shouldn't be possible. With the loss of the homeland, UK simply wouldn't have either the industrial resources or the manpower or the political/military willpower to maintain this kind of profligate expenditure. Where are all these men materializing from? Canada and Australia just didn't have that kind of deep bench to draw on. Ditto for the industrial capacity, training cadres, etc., etc. Who's producing these endless armies and shipping them across a very hostile Atlantic?
The GS gang has worked tirelessly to make a better, more historically accurate game--I ask them, by what stretch of the imagination is this historically plausible?
Some of this is addressed in GS v2.01 beta.
E. g. Morris min/maxed labs for his countries. That's no longer possible. In order to build your first 3rd lab in an area you need to have at least 3 other areas with at least 1 lab. In order to build your second 3rd lab in an area you need to have at least 3 other areas with at least 2 labs or 4 other areas with at least 1 lab. So min/maxing is not so lucrative anymore.
All powers will lose some manpower generation for cities with railcap. So if Britain loses London and Glasgow they lose about 30% manpower.
Convoys will be rerouted if London and Liverpool fall. Then the Russian convoy will be UK and go to Halifax. So no lend lease PP's to USSR if UK is kicked out of their home country.
UK will lose 5 max morale for each British unit less than the required 8 units inside Britain. So the British can actually lose max 40 max manpower if the Germans manage to destroy all units (including Scapa Flow and Belfast). The max loss is reduced by 10 for each of USSR and USA joining the Allies and Italy surrendering.
That is really crippling to the UK and will force them to at least fight for their home country in Scotland to delay the destruction of the Home Guard.
The max convoy size will drop by 10% for each Atlantic escort point below the required 10 (DD, CV = 3 per unit, BB = 1 per unit).
So if UK sacrifices their navy they will get much smaller convoys.
Last, no western Allied units can be based in core Russian hexes unless USSR is conquered. They can fly missions inside Russia, but not be based there. So no longer can the UK send 4 fighters to southern Russia to crush the Luftwaffe in the Russian 1941 winter offensive.
So now I think that if you sacrifice UK you will quickly lose the game as the Allies.
What I just explained above is the main reason we haven't released GS v2.1 to the public yet. We want to iron out all game exploits that some players have found.
Posted: Tue Sep 27, 2011 12:14 am
by peterjfrigate
June 17 1942
Sorry to take so long posting the latest in my game with Morris, but real life intruded. And now - the exciting conclusion!
Actually, given the recent rule changes Morris and I have agreed that there is no point in continuing. However, I think it will be of some interest to show how my game developed (or "cratered" to be more apt).
When we left off I was still expanding in Transjordan and getting ready to blitz Russia. Here's the situation in June 1942.
As you can see I am gaining the upper hand in the Atlantic.
But no matter, because I foolishly rushed into the arms of a very hungry bear that is about to give me a big hug!

Posted: Tue Sep 27, 2011 12:19 am
by peterjfrigate
July 27 1942
Morris unleashes the Red Army and the battered Axis lines are about to be overwhelmed.

Posted: Tue Sep 27, 2011 12:26 am
by peterjfrigate
October 15 1942
Fast forward to October and the situation is grim, very grim.
This is a disaster!
Here's my response...caught a big chunk of his leading units in a trap. But I don't think I
can keep them there unless I get really lucky.
At this point who cares what's happening elsewhere - it's panic time!
Posted: Tue Sep 27, 2011 12:36 am
by peterjfrigate
November 4 1942
Morris broke out of my jail and now the weather has gone sour so there's no chance to do it again.
Interesting toys on his team. His air is low-tech, but check out the armour -- remember it is still only 1942!
Can't do anything about this.
Meanwhile the Axis navy's scour the North American coast in search of fresh targets. To think I only built 1 sub over the whole game!

Posted: Tue Sep 27, 2011 12:57 am
by peterjfrigate
November 24 1942
***AXIS SURRENDER***
Congratulations to Morris on his decisive defeat of the Axis. Perhaps I could have held out for a while longer, but defeat seemed inevitable. Anyway, here's a few concluding remarks on the situation.
I wonder if it was game imbalance or just stupid play on my part that lead to the rapid collapse? For example, maybe I should have focused more on Anti-tank tech?
Tanks were a bit better, but barely a match for the Russians.
Things weren't so bad elsewhere on the map. The French showed up in West Africa, but it would take them a long time without air or naval support.
Amazingly the weather cleared in November allowing me to pocket much of his army once more, but the downside is that he just broke out again leaving me in an even worse situation.
Here's the shot at the beginning of my turn:
And here's the result:
Finally the mideast became a sideshow. I ran the tanks all the way to Iraq where they got ambushed, and I had to fall back. As you can see several US tanks are pursuing. But I wasn't too worried about that - with no surface vessels, there's no way for them to get to italy.
In short, things were going just fine save for the East where I threw it all away by attacking instead of building a solid defense in the rougher terrain. In addition I wasted effort in Iraq instead of holding the line in Palestine. Also I think I sent too much air to the mideast.
Well, lessons learned! And thanks for checking out my AAR.

Posted: Tue Sep 27, 2011 7:41 am
by zechi
Thank you for sharing your point of view in the game. Impressive play from both of you. I'm wondering how strong your Barbarossa force was? How many ARM and MECH did you field on the start exactly?
Posted: Thu Sep 29, 2011 1:17 am
by peterjfrigate
Posted: Thu Sep 29, 2011 1:47 am
by Peter Stauffenberg
It seems this game didn't use the latest updates like no Allied units inside core Russia and no min/max of labs. So maybe the game would have been different if you had used the latest changes.
Posted: Thu Sep 29, 2011 9:29 am
by zechi
peterjfrigate wrote:Hi - I had 5 tanks and 4 mech, not counting the Axis minors.
For a 1942 Barbarossa this is a rather weak force, so it was no surprise that the Red Army will overrun you. In my current game with Plaid I also launched a Barbarossa in 1942, but had about 10 ARM and MECH at the start and even then I did not dare to enter the Soviet Union deeply. I even retreated outside of the SW zone before winter hit.
Posted: Fri Oct 14, 2011 7:16 am
by Morris
one more AAR of our latest one ?