holiday wish list
Posted: Sun Sep 06, 2009 1:49 am
Its a holiday weekend here in the States, my Labor is done, so I've made a wish list. Yeah, I know. Wrong holiday. Cant hurt to try though.
CEAW is a great game. The BJR folks are making it better. And I have a list of things I'd like to have considered. Probably not in time for the next release, but maybe in the future?
Here goes, in no particular order. Some of these can be changed by editing the .txt files, others require going under the Java hood.
1. Two capitals. Canada was a sovereign state in 1939. I believe Canada declared war on September 10, 1939. The units in Canada should be Canadian, not UK. Canadian flag, not Union Jack. I'm guessing this was done in order to be able to implement the "two capital rule". I have implemented this by moving the second UK capital to the hex north of London. If I remove the second capital altogether, the game will load but not start. So removing the second capital is a Java change. Moving it to London is a map change. Instead of the two capitals, I propose the following. In the turn that London falls, the UK continues to fight on. The only change is that no UK unit can have full supply as there is no capital. If the Axis player wishes to continue and occupy every city, he/she has that option. Historically, the UK government probably would have relocated to Canada. But I don't believe you would have seen a similar situation as happened in France. The USSR should also have one capital. Again, I have moved the Perm/Siberia capital to the hex north of Moscow by changing the .txt files. This works except that capturing Moscow's two hexes knock's it out of the war. But like the UK, I don't believe this is historical. The Reds would have continued to fight even after the fall of Moscow. Except that the fall of Moscow would have been an even greater defeat than the fall of London. Moscow was the economic, political, and transportation center of the USSR. I think in the game, the USSR should continue after the fall of Moscow, no USSR should be able to achieve supply level 5 (no capital), and the USSR loses all rail capability.
2. Map/country changes. Newfoundland should be playable. Make it owned by the UK (revert to Canada if UK falls) and add St. Johns as city/port on eastern edge. Iceland and Greenland should be playable. Both should be owned by Denmark and be neutral. Add Luuk(?) as city/port on Greenland and Reykjavik as city/port on Iceland. If Denmark is invaded and conquered, both revert to US control. Neither Iceland nor Greenland should be initially garrisoned. Nor should Newfoundland. I can add the ports and make them playable by map and scenario .txt changes. But the switch with the conquest of the owner needs to be done in Java? (I'll save the whole discussion of supply of ground units over water for another time, as well as should the Axis even be allowed to invade Greenland/Iceland/Canada/USA. Hint - it should be possible, but extremely, extremely difficult.)
3. Partisans. They are just wrong for a simulation at the corp level. Make them an option to turn on/off (Java change). I've had the game plop a partisan Dutch "corps" right next to a German armor corps one turn after invading Holland. Granted only once. But that was just silly. I'm assuming the game will still determine when and where to place them if you don't turn it off. But here's some guidelines. The chance of a partisan appearing should be a factor depending on 1, country (Yugoslavia highest, then USSR, France, etc.) 2. proximity to city (closer the more likely), 3. distance from enemy unit (never closer that 2 hexes), 4. proximity to hex where a unit was destroyer (survivors more likely to spawn a partisan, and yes the game could track this), and 5. the number of current partisans (success breeds success), 6. subject to an overall per country limit. Partisans should always be garrisons only and never corps.
4. Garrisons. OK if you have to have them (if for no other reason than partisans), only a minimum attack capability and no offensive tech upgrades. I don't agree that you can prevent an invasion by lining your coast with garrisons. Seriously, the Home Guard did not prevent SeaLion. Lack of control of the air, channel, and supply concerns killed it. It should not be enough that you can trace to a port to be in supply. That port should be be able to trace supply back to home country with all water hexes covered by more friendly air/naval ZOCs than enemy. You might be initially in supply, but if you lost the air/naval cover, the invasion/occupation force would see its supply level drop. Much more realistic. And doable in the game engine - just an extension of the supply calculation.
5. Commanders at the start without the "must build rule". Use the historical ones. Two for the British - one in UK, one in Egypt. One for French in Paris unit. One for Italy in Rome unit. Or maybe Africa. None for US/USSR. Player can build own. Two for Germany in Poland - von Bock AGN and von Runstedt AGS.
6. Fortifications. There needs to be a way to make them. Another ground type unit? But not if you could place it however many turns after building. You should be required to identify the location before building. Which means it may be better to give a ground unit the ability to fortify once its entrenchment reaches a certain level. Adding the West Wall was great. But I don't think the East Wall existed in 1939. Nor did the Gustav Line. And (I can change these in the .txt files) I'll give you Leningrad, Sevastopol, Tobruk, Gibraltar, Malta, probably Scapa Flow, but Palermo???
7. Air unit supply. Sorry. Not buying this one. Air units can rebase, but they must trace supply just like land units. They did not have air-refueling in WWII and I don't believe they had tanker planes. So no air flitting all over the map. You move out of supply or get cutoff - you don't fly. Air units are powerful enough already.
8. There are some capabilities that are not correct, but they can be fixed in the .txt files. For instance, naval units should have minimal attack capabilities against ground units. The idea that a destroyer/ battleship flotilla can inflict 2-3 steps damage is unhistorical. Even against fixed targets with intense shore bombardment with spotters the consensus was that the effects lasted at best an hour. (e.g. D-Day, the whole Pacific theater) So allowing the French fleet to pummel 3rd Panzer Corps if it happens to be in a coast hex is ludicrous. I'll give you against fortifications, maybe, but not mobile ground units.
9. There is already the capability to set a country's initial tech levels through the scenario file. But this is at the expense of a tech level during the game. I would like to see a mechanism where I could give a country a tech level and it still have 6 levels available to improve. These should be given sparingly. For example, I think they should be UK - radar, USA - industry, USSR, France, Italy - none, Germany should have Blitzkrieg, Organization, and perhaps Ground Support. There should be no naval. The only one would have been Carriers for the Japanese. But they are no the other side of the map.
10. Russian winter length should be variable. Once it starts both players can plan for it. Make it variable and you'd see the same uncertainty you see now with the onset.
11. Rail/amphibious/transport capacity should be a tech level under general somewhere. Should start with a certain level and be able to increase it with tech spending. There should be no "extra" RR/transport/amphibious. If you don't have the facilities you, can't do it. No spending PP's for this. And I don't like the RR length fixed. (And zero in eastern Russia). How about tying the rail length to supply level?
12. Convoys. Its nice to have the computer manage them. But frankly, sending out a 100+ PP convoy when your looking at 10-12 Axis subs and minimal escort is silly and unhistorical. The convoys would have been suspended. Let the Allied player move the convoys. And determine the amount of PP's. Which should come from the US pool. Probably have to do some play balancing here. Speaking of convoys and escorts, the Lend Lease destroyers in the BJR are a very clever implementation. But how about making their appearance triggered off some event rather than a set time. Say the Axis destroys 50 or 100 PPs of convoy.
Likewise, the Azores should be neutral, owned by Portugal, until such time as the USA enters the war and has a Strategic bomber.
Well, that's twelve. And there are only twelve days of Christmas, so I'll quit.
Comments?
PS. But just one more. Can FreeVerse, (or anyone else, for that matter), please support the mod on the Mac?
CEAW is a great game. The BJR folks are making it better. And I have a list of things I'd like to have considered. Probably not in time for the next release, but maybe in the future?
Here goes, in no particular order. Some of these can be changed by editing the .txt files, others require going under the Java hood.
1. Two capitals. Canada was a sovereign state in 1939. I believe Canada declared war on September 10, 1939. The units in Canada should be Canadian, not UK. Canadian flag, not Union Jack. I'm guessing this was done in order to be able to implement the "two capital rule". I have implemented this by moving the second UK capital to the hex north of London. If I remove the second capital altogether, the game will load but not start. So removing the second capital is a Java change. Moving it to London is a map change. Instead of the two capitals, I propose the following. In the turn that London falls, the UK continues to fight on. The only change is that no UK unit can have full supply as there is no capital. If the Axis player wishes to continue and occupy every city, he/she has that option. Historically, the UK government probably would have relocated to Canada. But I don't believe you would have seen a similar situation as happened in France. The USSR should also have one capital. Again, I have moved the Perm/Siberia capital to the hex north of Moscow by changing the .txt files. This works except that capturing Moscow's two hexes knock's it out of the war. But like the UK, I don't believe this is historical. The Reds would have continued to fight even after the fall of Moscow. Except that the fall of Moscow would have been an even greater defeat than the fall of London. Moscow was the economic, political, and transportation center of the USSR. I think in the game, the USSR should continue after the fall of Moscow, no USSR should be able to achieve supply level 5 (no capital), and the USSR loses all rail capability.
2. Map/country changes. Newfoundland should be playable. Make it owned by the UK (revert to Canada if UK falls) and add St. Johns as city/port on eastern edge. Iceland and Greenland should be playable. Both should be owned by Denmark and be neutral. Add Luuk(?) as city/port on Greenland and Reykjavik as city/port on Iceland. If Denmark is invaded and conquered, both revert to US control. Neither Iceland nor Greenland should be initially garrisoned. Nor should Newfoundland. I can add the ports and make them playable by map and scenario .txt changes. But the switch with the conquest of the owner needs to be done in Java? (I'll save the whole discussion of supply of ground units over water for another time, as well as should the Axis even be allowed to invade Greenland/Iceland/Canada/USA. Hint - it should be possible, but extremely, extremely difficult.)
3. Partisans. They are just wrong for a simulation at the corp level. Make them an option to turn on/off (Java change). I've had the game plop a partisan Dutch "corps" right next to a German armor corps one turn after invading Holland. Granted only once. But that was just silly. I'm assuming the game will still determine when and where to place them if you don't turn it off. But here's some guidelines. The chance of a partisan appearing should be a factor depending on 1, country (Yugoslavia highest, then USSR, France, etc.) 2. proximity to city (closer the more likely), 3. distance from enemy unit (never closer that 2 hexes), 4. proximity to hex where a unit was destroyer (survivors more likely to spawn a partisan, and yes the game could track this), and 5. the number of current partisans (success breeds success), 6. subject to an overall per country limit. Partisans should always be garrisons only and never corps.
4. Garrisons. OK if you have to have them (if for no other reason than partisans), only a minimum attack capability and no offensive tech upgrades. I don't agree that you can prevent an invasion by lining your coast with garrisons. Seriously, the Home Guard did not prevent SeaLion. Lack of control of the air, channel, and supply concerns killed it. It should not be enough that you can trace to a port to be in supply. That port should be be able to trace supply back to home country with all water hexes covered by more friendly air/naval ZOCs than enemy. You might be initially in supply, but if you lost the air/naval cover, the invasion/occupation force would see its supply level drop. Much more realistic. And doable in the game engine - just an extension of the supply calculation.
5. Commanders at the start without the "must build rule". Use the historical ones. Two for the British - one in UK, one in Egypt. One for French in Paris unit. One for Italy in Rome unit. Or maybe Africa. None for US/USSR. Player can build own. Two for Germany in Poland - von Bock AGN and von Runstedt AGS.
6. Fortifications. There needs to be a way to make them. Another ground type unit? But not if you could place it however many turns after building. You should be required to identify the location before building. Which means it may be better to give a ground unit the ability to fortify once its entrenchment reaches a certain level. Adding the West Wall was great. But I don't think the East Wall existed in 1939. Nor did the Gustav Line. And (I can change these in the .txt files) I'll give you Leningrad, Sevastopol, Tobruk, Gibraltar, Malta, probably Scapa Flow, but Palermo???
7. Air unit supply. Sorry. Not buying this one. Air units can rebase, but they must trace supply just like land units. They did not have air-refueling in WWII and I don't believe they had tanker planes. So no air flitting all over the map. You move out of supply or get cutoff - you don't fly. Air units are powerful enough already.
8. There are some capabilities that are not correct, but they can be fixed in the .txt files. For instance, naval units should have minimal attack capabilities against ground units. The idea that a destroyer/ battleship flotilla can inflict 2-3 steps damage is unhistorical. Even against fixed targets with intense shore bombardment with spotters the consensus was that the effects lasted at best an hour. (e.g. D-Day, the whole Pacific theater) So allowing the French fleet to pummel 3rd Panzer Corps if it happens to be in a coast hex is ludicrous. I'll give you against fortifications, maybe, but not mobile ground units.
9. There is already the capability to set a country's initial tech levels through the scenario file. But this is at the expense of a tech level during the game. I would like to see a mechanism where I could give a country a tech level and it still have 6 levels available to improve. These should be given sparingly. For example, I think they should be UK - radar, USA - industry, USSR, France, Italy - none, Germany should have Blitzkrieg, Organization, and perhaps Ground Support. There should be no naval. The only one would have been Carriers for the Japanese. But they are no the other side of the map.
10. Russian winter length should be variable. Once it starts both players can plan for it. Make it variable and you'd see the same uncertainty you see now with the onset.
11. Rail/amphibious/transport capacity should be a tech level under general somewhere. Should start with a certain level and be able to increase it with tech spending. There should be no "extra" RR/transport/amphibious. If you don't have the facilities you, can't do it. No spending PP's for this. And I don't like the RR length fixed. (And zero in eastern Russia). How about tying the rail length to supply level?
12. Convoys. Its nice to have the computer manage them. But frankly, sending out a 100+ PP convoy when your looking at 10-12 Axis subs and minimal escort is silly and unhistorical. The convoys would have been suspended. Let the Allied player move the convoys. And determine the amount of PP's. Which should come from the US pool. Probably have to do some play balancing here. Speaking of convoys and escorts, the Lend Lease destroyers in the BJR are a very clever implementation. But how about making their appearance triggered off some event rather than a set time. Say the Axis destroys 50 or 100 PPs of convoy.
Likewise, the Azores should be neutral, owned by Portugal, until such time as the USA enters the war and has a Strategic bomber.
Well, that's twelve. And there are only twelve days of Christmas, so I'll quit.
Comments?
PS. But just one more. Can FreeVerse, (or anyone else, for that matter), please support the mod on the Mac?