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Coming Soon!
02-17-2009, 06:09 AM,
#51
RE: Coming Soon!
Spooky Wrote:Ok so let's do this way 3x3

WP team:
Spooky as GSFG commander
NGF: tbridges

CGF:

NATO team:
-
-
-

:)

Spooky, I have a team of 4 for NATO if your interested. You may need a fourth to play in order to credit the results of the game. Let me know. Thanks.

Tbird3
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02-17-2009, 06:14 AM,
#52
RE: Coming Soon!
I have never played a team game but would like to play .
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02-18-2009, 04:44 AM,
#53
RE: Coming Soon!
Well, i test the mod and is a great mod, if you want play a monster MP game i am here, 1 or 2 turns per week (1-2 hours) is interesting.

Some questions about mod:

- WG Mot infantry has the same HA than for example Cze BMP1 infantry units, well, if there is a truck armed with a MG and a BMP1 with 73mm, AT rocket and a coaxial MG y prefer the BMP1 :cool:

- WG Armored infantry has HA 22 but i remember that not all Marders have the Milan, BMP has the soviet AT.

- Some Cze units have E quality and in the same division are D, C units.... and i refer to 1st line units not the 2 reserve divisions.

- Some units start not at the 100% in bot sides and i refer to 1 st line troops (i see the reserve WG units low, it simulates call of reservist??? a great idea).

As you can see i am interest in Cze army, i like the adition of Spanish armored units a lot i see the small scen where they kill bugs in Fulda Big Grin

PD: i continue testing a little more, many things to understand :stir:
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02-18-2009, 02:01 PM, (This post was last modified: 03-18-2009, 12:59 PM by Zemke.)
#54
RE: Coming Soon!
The World War III scenario is now available for download, see Blitz post.
https://www.theblitz.club/message_boards...?tid=50243

Xaver, the understrength of 1st line units have mostly been "fixed", and your other concerns should be answered in the notes. Please keep in mind this scenario does NOT use weapon systems, vehicle speeds or other specific data alone for values assigned to units. There are several other intangible variables, (which I will not list here), that are found in the "Notes". I hope the "Notes" answer most of your questions.

Last minute additions:
1. Each WP Army now has Independent "Experimental" Brigade formations, expressing some of the later Soviet doctrinal experiments.
2. Some minor organization changes, with Dutch and Belgium.
3. Austria turret numbers increased from 4-6 and added AT ditches, purpose to slow WP advance through defense belt.
4. Pushed up 2 NL and 2 Be brigades off map unit deployment 12-24 hours
5. Shifted some 3rd Shock Army units to reflect a better first turn deployment.
6. Gave NATO the option of blowing bridges on turn one, with En units deployed on some bridges in the Denmark area.
7. Deployed some Soviet MVD "Sleeper Cell" deceptions units I forgot to deploy.
8. Added NL attack Helo units based on Dutch input.

I caution all prospective players to hold off on any major commitments to starting a game for about a week. This will give people a chance to look this thing over, (public beta testing) as there could be some major problem that I am not aware of. It would also be a good idea to play one of the smaller scenarios to get a feel for the changes made. Also, if thinking of starting a game of this size and scale, it would be wise to study the strategy options in detail, and devise a good plan prior to starting anyway. As some General once said, "Most battles are won and lost before the first bullet is fired".....meaning have a good plan everyone understands. So give it a week before jumping into a game, so I can ensure there is nothing TOO major that would require stopping a big team game some several turns into it.

My only major concern is the release of all units which should be released, (don't include many MP and WP rear area security units, which never release unless attacked), but many units come into the game understrength and fixed, and I am not sure I caught all of them, as I lost all release data this week, and had to try and rebuild it. If you find a problem with released units, please let me know right away.
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02-18-2009, 07:44 PM,
#55
RE: Coming Soon!
Ok, thanks for the info Zemke, i am reading the notes Big Grin

A little of topic, somebody knows an artmod (i think is for Kursk) that have red counters for soviets??? i use Jison mapmod and want change soviet counters (i want change some counters, brown for spanish, light for British and actual soviet colour for Hungarian troops) in wargamer are an AAR from DF85 with red counters but guy is MIA and dont reply me, somebody knows the name of the mod??? thanks a lot.

PD: good job Zemke, a want play a monster MP with a supercommander giving orders to army commanders... come on take the objetives or you are a dead man Whip hehehehe.
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02-19-2009, 04:18 PM,
#56
RE: Coming Soon!
This mod was made for multi-player games, and can easily have a lot more players on each side than 5 or 6, although the more players you have the slower the game. However the work load is spread out, so each player can do his turn faster. The WP in particular have a lot of formations. If thinking of starting a MP or team game, understand something like this is a long term commitment, and file turn around becomes very important over the long run, so each team member needs to make his team games priority so the next guy can do his turn. It is possible to get turns out in two days with six players if everyone is available and willing to do their turn as soon as they get it. This will greatly speed up team play games. Last, each team (IMO) should have a plan to do the turn of a player who cannot get to his turn right away when needed due to real life issues or is just taking too long. This will keep the game moving at a consistent pace.
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02-19-2009, 07:31 PM,
#57
RE: Coming Soon!
Of course if i play a team game first of all is these game, others games are in a second side (i am going to start a WIA game but is a relaxed game not the monster that you created hehehe).

In a superscen like WWIII the best option is have a supercommander who decide strategic actions, rest of players are field commanders with an assigned mission (take x city, cover x army right flank, defend the line x-y) try to coordinate 5 of more players in a team is :hissy: a central command is needed, after they can coodinate their efforts if fight in the same area.

An a little obsevation in the scen, in the south front, in the Austrian "Maginot" line the reserve Cze divison (14ª Tank division) only can crack it with very good luck, they only have 1 engineer unit, if defenders disrupted it you are in a trouble, only can spend many time in a fire battle or you can cross the defenses in the north.... if the division has the mission of attack in a bunker valley they need elements to these kind of battle (rocket units helps but 1 or 2 engineer btl more are a good addition) well in modern warfare static defenses arent so effective than in WWII (specialy when after 20 years Cze know every trench and bunker in the line).
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02-21-2009, 09:48 PM,
#58
RE: Coming Soon!
This looks excellent and I have just dipped my toe into turn 1 and have the following comments

1 There is an Austrian unit that can not move down on the south map edge.

2 I am missing some art (us helos)

3 The first turn being a Nato turn the following points seem wrong - WP air attacks took out 1000 men 55 tanks before the firing started - the Nato side can bomb lots of WP units that can be seen to be in T mode by the border units. Can I suggest either swaping the sides round or not having WP air interdiction until turn 2 with house rules that Nato can not fattack on GT 1 - I am not sure of the effect that Nato being able to blow bridges on GT 1 will have in the north in particular Looking forward to finding out though!
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02-22-2009, 01:50 PM,
#59
RE: Coming Soon!
1. I will look into this Austrian unit, not sure which unit you are referring to. Send me an e-mail with more details please.

2. Consider the war has just started, as NATO is moving , and I do recommend a no NATO air strike house rule at the start, but it will not make that much of a difference in the long run, so do whatever you feel is more realistic.

3. Not sure what to tell you on the art, you need Volcano and BOTB art and the WWIII art to have all of the art needed.

4. NATO can blow bridges, because WP surprise has NOT been achieved, and NATO would not let these bridges stand if a WP attack was 90% certain, IMO...the air attacks sort of confirm that the WP intentions are not peaceful.

5. As stated somewhere in this thread, there will be a last update to this scenaio, this weekend, then after that I see an update every six months IF needed.
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02-28-2009, 11:29 PM, (This post was last modified: 02-28-2009, 11:30 PM by Lowlander.)
#60
RE: Coming Soon!
This is a well researched and user friendly campaign with loads of detail enclosed in the campaign notes and inclosed in folders for NATO and WARPAC commanders.
The initial deployment of many divisions on or close to the front line or in travel mode on the highways is a absolute bonus, and takes a lotta hassle of decision making out of the initial game turns.
Just a point, we are spoilt for choice with these modern campaign games and a vast selection of artwork is available at many other sites.
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