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Total war in europe sourhern front
06-20-2009, 02:26 PM,
#17
RE: Total war in europe sourhern front
Krak,

Best wishes in your design. As Blackie mentioned, there has not been a dearth of mods for this game series. The issue I was trying to point to was players having the capability to end such a campaign because one side has a distinct advantage.

Look at the "Compass" campaign. IIRC, it was events outside the NA theater that brought an end to the British advance after smashing the Italians. What player would want to stop at that point and allow Rommel and the 15th light / 21st panzer division even land in Tripoli due to a constraint beyond their control?

Same for Rommel after the Kessel battles in his race for the Nile. Indifference in the Axis high command played as much a part in stopping Rommel in 1942 as Allied attacks on Axis supply shipping.

Besides the strategic aspect of Greece, there was Crete and Malta. How would the effect of invading or not invading these islands by the Axis affect the NA campaign has been a discussion since the war ended. I do not yet have a copy of the game, but I would guess that at the TWiE scale these island campaigns would not be modeled, except in the abstract.

Such things are hard to model in games, which is why most games have a more limited scope. If you can solve such issues, then this project should be a success.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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Messages In This Thread
Total war in europe sourhern front - by Bidermann - 06-18-2009, 05:38 AM
RE: Total war in europe sourhern front - by Al - 06-18-2009, 05:51 AM
RE: Total war in europe sourhern front - by Krak - 06-18-2009, 08:25 AM
RE: Total war in europe sourhern front - by Krak - 06-19-2009, 09:29 AM
RE: Total war in europe sourhern front - by Krak - 06-19-2009, 10:45 AM
RE: Total war in europe sourhern front - by Dog Soldier - 06-20-2009, 02:26 PM
RE: Total war in europe sourhern front - by Krak - 06-23-2009, 02:55 AM

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