SamiMod
-More difficult invasion of Germany in the beginning,
-Change of the strategic situation and value of Switzerland,
-Adding of lots of strategic important points (cities, harbours and units) in the east
Creator: Samichlaus
Game Modded: Commander – Europe At War V1.02
Size: 44 Mb (rar-file)
Link to Mod: http://www.mods.slitherine.com/ceaw/sam ... odV1.0.rar
Preview screen (Westwall): http://www.mods.slitherine.com/ceaw/sam ... mi_mod.png
Changed/added:
Samichlaus: essentially it is based on the Stauffenberg mod and his improvements plus adding the Westwall (and German garrisons in it, in order to guarantee for a tougher allied start not being able to conquer Germany right at start) and a completely reworked “Switzerland” in order to make it historically correct (neutral, DOWable, historically correct fortresses, altered lakes and Rhine river).
It’s main goal is to improve the 1939 scenario in order to make it tougher and more historically correct (Westwall e.g. Siegfried-line, Switzerland, plus the improvements by Stauffenberg in the east with Turkey and Russia)
The eastern improvements are from Stauffenberg.
----------------------------------------
Stauffenberg Map:
Turkey:
* Added the city of Erzurum in Eastern Turkey.
* Moved the motorized corps not far from it to this new city
* Added a destroyer in the port of Izmir.
The reasons for the changes are the following. Turkey had a substantial navy and deserves a destroyer
in addition to the existing battleship.
Adding the city of Erzurum has 2 purposes. One is to give Turkey a
city not very far from the Russian border in case Russia should be stupid enough to attack. Reinforcements
can be placed there and railed in. But even more important is that if Germany decides to attack the more
powerful Turkey than before he can now move units to Erzurum by rail movement and get to the Russian
border quicker. There are a lot of rough and mountain hexes all the way from Ankara to the Russian border.
So in the official 1939 scenario the Germans have to move to the Russian border spending a LOT of time
after Ankara falls. Armor units and motorized move very slowly. With the city of Erzurum added it's now
more worthwhile for Germany to attack Turkey if the goal is to have a shot at Baku in Russia. But it's still
time consuming and Germany needs a lot of units to defeat Turkey.
Yugoslavia:
* Added a city of Sarajevo southwest of Belgrade
* Added a garrison there
* Reduced the value of Belgrade to account for the new city.
The reason is that Sarajevo was quite big and important during the German offensive (Marita-Merkur) in
April-May 1941.
Romania:
* Added a costal city Constanta (with a port) in south eastern Romania
* Added a city Cluj in northwestern Romania
* Added garrisons in those cities
* Reduced the value of Bucharest to account for these new cities'
* Added a destroyer in Constanta
* Reduced the value of the oil field Ploesti from 5 to 4 (see Hungary below for reason)
I think adding a port in Romania is important because it gives the Axis a change to do something in
the Black sea and it also gives the Russians a chance to invade Romania and get supply from the port in
Constanta. This was a serious threat to the Romanians so they had to have garrisons in their costal cities.
I know it can be very easy for the Axis now to make invasion into e. g. Crimea, but I give the Russians two
extra naval units in the Black Sea (a destroyer and a sub) so they have a battleship, sub and a destroyer to
attack those transports if they decide to try to invade.
The Romanian city of Cluj is the second largest city of Romania and the capital of Transylvania.
Bulgaria:
* Added a coastal city of Varna (with a port)
* Added a garrison there
* Reduced the value of Sofia to account for the new city
The argument for adding Varna is the same as for adding Constanta. Now the Russians can invade Varna and
have supply for their units. So the Axis player must garrison these coastal cities.
Russia:
* Added a destroyer in Odessa
* Added a submarine in Tallinn
* Added a submarine in Batumi
* Made sure every Russian Black Sea coastal city now has a garrison
I read a lot about the Russian navy during WW2 and saw they had a big navy (e. g. they started the war with more
than 100 submarines). I decided to add a submarine in both the Baltic and Black Sea. With an invisible Russian sub
lurking there it means the Axis can't sea transport units without a risk of being damaged between the ports.
With these changes in the Black Sea I feel the area will be more interesting. The Axis is inferior here and can't
reinforce with more naval units until Istanbul is captured so they have to look after their Romanian destroyer
and repair it when necessary. But they now have a chance to transport units if they want and even make
invasions. But the Russian naval presence is quite strong so they can expect heavy losses if they try. The Axis
can try to balance the odds a little by bombarding the Russian naval units, but these units will probably move out
of fighter and tac bomber range after the war starts. But with the 2 new ports and extra naval units I hope more
things can happen in the Black Sea. Invasions should be possible although risky.
Adding a Russian sub in the Baltic Sea is to make sure the Germans have to protect transports of land units to e. g.
Finland or close to Leningrad. Since the sub is invisible until it attacks it means the Axis player never knows what
can happen if he sails units at sea. The Russian battleship is always visible and can't do much until Russia gets
air superiority and maybe builds more naval units. The German player will bombard it from the sea and air if
the battleship tries to do anything. So it's a sitting duck in Kronstadt.
Hungary:
* Added Hungary's second largest city of Debrecen
* Added a garrison in Debrecen
* Reduced the value of Budapest to account for the the new city
* Added an oil field called Nagykanitsa south west of Budapest with a value of 1
* Moved one Hungarian corps bordering Yugoslavia 1 hex so it protects Nagykanitsa instead
The reason for adding Nagykanitsa is that this oilfield was very important to the Germans and became
their last natural oil supply after Ploesti fell to the Russians. In the original game the Germans don't have
oil access if their only source Ploesti falls to the Russians. With this change they will at least have some
supply until the Russians capture Hungary too. This change is more accurate and won't affect game play
until late in the war because I reduced the value of Ploesti by 1. So the Germans still have a total of
5 oil points.
Mod- SamiV1.0
A secret place for modders to chat and ask questions. Requires forum registration.
Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core
Return to “Commander - Europe at War : Modders Corner”
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