1939 Historical Mod
Posted: Fri Aug 10, 2007 8:37 pm
Here are the files in RAR and ZIP format. Read below before playing the game so you see the reasons why I changed things.
COPY PASTE the following into the browser. Clicking it takes you to the home page for some reason.
http://www.dndadventure.com/ftp/ceaw.rar
http://www.dndadventure.com/ftp/ceaw.zip
I have been working on a historical mod since the game editor came out. I have tested the game playing both sides until December 1941. I have just made my latest revision but have not play tested it for balance. Nothing big mostly russian front stuff. I changed a lot of things in the game so I am not going to go over technical details. But I will tell you what I did that affects the game and how.
Sources:
Brute Force, Ellis
Why the Alleis Won, Overy
WW2 Databook, Ellis
Wikipedia
Encyclopedia of WW2, forgot who
Various statistical sites on the internet.
I created the game to give the feel of a real historical simulation of ww2. From production, technology, logistic, forcepool, and training within in the game scope. I did have to fudge it up some to make the game playable.
PRODUCTION: Germany really wasnt producing at a wartime economy for later in the war. So I made it so. They start with lots of high quality units but low production. The allies start with higher production but crappier units. This also allows the allies to get more labs early to catch up technologically later in the war. It works out well. I actually had to use a negative war effort to keep the USA production low enough so they dont overwhelm the axis. I based the production on historical models accounting for quality of equipment, cost of production, men, trucks, tanks, airplanes, ships (not merchant marine), and artillery. I also combined this with the steel production of each country. Then calculating for what each country has at a specific time period considering casualties..... well I got a fairly accurate game.
OIL: Not important to the allies because they had all the oil, important to the axis because they had not much. armor and bombers I kept at 2 oil, fighters, mot, ships at 1 oil. I do notice the brits bomb the germans a lot using their fighters and their oil. Fighters were also 1 engine planes while bombers 2-4 engines.
CAPTURE OF RESOURCES: in reality the Germans had all they needed. I reduced capture to 30%. Unlike a lot of board games the real problem with germany was gearing up. From 39 to 44 I beleive their production increased 10-15x over, dont quote me though.
IRON ORE ROUTE: I included some off map production for germany (Sweden iron ore) and narvik is worth 15. So this gives a reason for the Germans to go after it.
TECHNOLOGY: Germans have much more than allies at start but since their war effort is low they cant tech up. The alleis can.
Battle of the Atlantic: Germans subs are tech 3, UK ASW tech 0. This reflects the actual status of subs vs convoys. At the start of the war germany did more damage per ship than at any other time of the war. Partly due to lack of proper technology by UK. Mostly due to how they escorted convoys, the availablitiy of sub hunting aircraft (of lack there of), and the physical number of destrotyers dedicated the escort. The UK can build up ASW to where by 1942 have a large advantage over subs. This is when the war in the atlantic was won.
The germans start with 1 level of art, tank (I think), and the highest organization. Their tactics, comradery (spelling?), logistics, and tactics were the best int he world. Man for man the german solider was much better than any counterpart. Air tech UK, Ger start at 3, FR 1, USA 1, all others 0. Surface ships UK-US, Ger 3, all others zero. They really had the best ships.
UNIT SCALE:
planes 400 per unit
destroyer 25 per unit
battleship 3 BBs per unit
carrier 3 CVs per unit
armor 2 arm divs, 1 mot div per unit
inf 3-4 inf div per unit axis and allies, russians are 5 divs per unit
mot 2 mot divs, 1 inf div. russians 4-5
subs 20 per unit (done on purpose for game playability)
scale is 2 week turns
Took manpower from actual population figures and oil production and consumption based on the same.
Only the russians actually have more units than they had at the start of barbarossa. I scattered them out so they take time to come to the front lines. Its for game balance. Otherwise the germans overrun then of they have less units.
The germans generally go to yellow recruitment around december 41. In reality the germans expended themselves and their army fighting the russians. By the time the summer offensive came about they were lucky that the russians decided to defend moscow and not the south russia. The germans biggest weakness lack of men for divisions throughout the russian campaign. Also by this time the germans should be getting low on oil. So they will have to stop and save up to make a summer offensive.
Operation sealion: do-able but what I added was a garrison for every city port for the UK. This makes it possible for the germans without slaugtering UK. Like in my 3rd version of this mod.
I also made land based air much more effective vs ships. In the naval battles involving land based air vs ships the air slaughtered their opposition. See murmask convoys and the battle for crete.
On the map I added several cities and ports to accomodate the extra ships. I just dont know how to do the maginot line.
for the UK about 60% of their income comes from convoys. I believe it was actually 90% of raw materials got shipped in but I made it reasonable for game play.
One thing I did was place many russian airplanes right on the border of the germans. This is there to simulate the destruction of their airforce. Its a nice touch that works out well.
All the countries starting units were modified to fit the scale of the game.
Well enjoy it and write feedback. I got tired of typing. I would play test it beyond dec of 1941 but That would take more time. Soooo I leave that up to you.
COPY PASTE the following into the browser. Clicking it takes you to the home page for some reason.
http://www.dndadventure.com/ftp/ceaw.rar
http://www.dndadventure.com/ftp/ceaw.zip
I have been working on a historical mod since the game editor came out. I have tested the game playing both sides until December 1941. I have just made my latest revision but have not play tested it for balance. Nothing big mostly russian front stuff. I changed a lot of things in the game so I am not going to go over technical details. But I will tell you what I did that affects the game and how.
Sources:
Brute Force, Ellis
Why the Alleis Won, Overy
WW2 Databook, Ellis
Wikipedia
Encyclopedia of WW2, forgot who
Various statistical sites on the internet.
I created the game to give the feel of a real historical simulation of ww2. From production, technology, logistic, forcepool, and training within in the game scope. I did have to fudge it up some to make the game playable.
PRODUCTION: Germany really wasnt producing at a wartime economy for later in the war. So I made it so. They start with lots of high quality units but low production. The allies start with higher production but crappier units. This also allows the allies to get more labs early to catch up technologically later in the war. It works out well. I actually had to use a negative war effort to keep the USA production low enough so they dont overwhelm the axis. I based the production on historical models accounting for quality of equipment, cost of production, men, trucks, tanks, airplanes, ships (not merchant marine), and artillery. I also combined this with the steel production of each country. Then calculating for what each country has at a specific time period considering casualties..... well I got a fairly accurate game.
OIL: Not important to the allies because they had all the oil, important to the axis because they had not much. armor and bombers I kept at 2 oil, fighters, mot, ships at 1 oil. I do notice the brits bomb the germans a lot using their fighters and their oil. Fighters were also 1 engine planes while bombers 2-4 engines.
CAPTURE OF RESOURCES: in reality the Germans had all they needed. I reduced capture to 30%. Unlike a lot of board games the real problem with germany was gearing up. From 39 to 44 I beleive their production increased 10-15x over, dont quote me though.
IRON ORE ROUTE: I included some off map production for germany (Sweden iron ore) and narvik is worth 15. So this gives a reason for the Germans to go after it.
TECHNOLOGY: Germans have much more than allies at start but since their war effort is low they cant tech up. The alleis can.
Battle of the Atlantic: Germans subs are tech 3, UK ASW tech 0. This reflects the actual status of subs vs convoys. At the start of the war germany did more damage per ship than at any other time of the war. Partly due to lack of proper technology by UK. Mostly due to how they escorted convoys, the availablitiy of sub hunting aircraft (of lack there of), and the physical number of destrotyers dedicated the escort. The UK can build up ASW to where by 1942 have a large advantage over subs. This is when the war in the atlantic was won.
The germans start with 1 level of art, tank (I think), and the highest organization. Their tactics, comradery (spelling?), logistics, and tactics were the best int he world. Man for man the german solider was much better than any counterpart. Air tech UK, Ger start at 3, FR 1, USA 1, all others 0. Surface ships UK-US, Ger 3, all others zero. They really had the best ships.
UNIT SCALE:
planes 400 per unit
destroyer 25 per unit
battleship 3 BBs per unit
carrier 3 CVs per unit
armor 2 arm divs, 1 mot div per unit
inf 3-4 inf div per unit axis and allies, russians are 5 divs per unit
mot 2 mot divs, 1 inf div. russians 4-5
subs 20 per unit (done on purpose for game playability)
scale is 2 week turns
Took manpower from actual population figures and oil production and consumption based on the same.
Only the russians actually have more units than they had at the start of barbarossa. I scattered them out so they take time to come to the front lines. Its for game balance. Otherwise the germans overrun then of they have less units.
The germans generally go to yellow recruitment around december 41. In reality the germans expended themselves and their army fighting the russians. By the time the summer offensive came about they were lucky that the russians decided to defend moscow and not the south russia. The germans biggest weakness lack of men for divisions throughout the russian campaign. Also by this time the germans should be getting low on oil. So they will have to stop and save up to make a summer offensive.
Operation sealion: do-able but what I added was a garrison for every city port for the UK. This makes it possible for the germans without slaugtering UK. Like in my 3rd version of this mod.
I also made land based air much more effective vs ships. In the naval battles involving land based air vs ships the air slaughtered their opposition. See murmask convoys and the battle for crete.
On the map I added several cities and ports to accomodate the extra ships. I just dont know how to do the maginot line.
for the UK about 60% of their income comes from convoys. I believe it was actually 90% of raw materials got shipped in but I made it reasonable for game play.
One thing I did was place many russian airplanes right on the border of the germans. This is there to simulate the destruction of their airforce. Its a nice touch that works out well.
All the countries starting units were modified to fit the scale of the game.
Well enjoy it and write feedback. I got tired of typing. I would play test it beyond dec of 1941 but That would take more time. Soooo I leave that up to you.