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Lostconfused
Oct 1, 2008

Millennium Dawn devs getting a lot of content to work with.

Should probably think about a 2014 start scenario.

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Stairmaster
Jun 8, 2012

quote:

We are pleased to release the latest RTW3 beta, v1.00.24 ; this beta includes the following feature(s):

This version has an improved interface and sequence for battle generation. The player will get a more detailed assessment of enemy forces and a possibility of rearranging his own force before deciding to accept or decline battle.
There will also be a role for admirals, as area commanders. Before battle, the commanding admiral will do a command check to determine the extent to which the force can be modified. On a very good roll, he may even be able to add a ship.
Note that the enemy gets a vote too. There is a corresponding check to see if the enemy can add a ship to his force.

Due to significant changes in the battle generator, we would very much appreciate it if as many of you who can/are willing give this beta a try, let us know how you like it, but especially if you note any issues/errors/etc.

Thanks!


To opt into the beta on Steam: You can switch to this beta by going to RTW3 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

Not great, not terrible.

Lostconfused
Oct 1, 2008

John Charity Spring posted:

Kaiserreich has a lot of baggage from its earliest versions which were very clearly made by people more interested in literature than history or politics, which is why people like Orwell and TE Lawrence got weirdly prominent roles and there's ancient events about Tolkien and so on. It was also very clearly done by people who bought into horseshoe theory and the historical 'syndicalists become fascists' stuff was mixed up with 'communists are the same as fascists'. From what I've seen the more recent developments have rowed back on this to some degree but there's a lot of inertia there

That does explain why german africa is just Heart of Darkness.

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

If I have time, I'll see if this applies to the PE as well because lol if the military can't use satellite imaging in their combat simulation

BadOptics
Sep 11, 2012

Frosted Flake posted:

If I have time, I'll see if this applies to the PE as well because lol if the military can't use satellite imaging in their combat simulation



drat, how are CMO users gonna be able to play out their "Bomb X country for attempting land reform" scenarios without being able to attack communist indoctrination sites (schools) on a hi-res map?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
as some of you will have seen from the Ukraine thread, I've been reading "The Myth and Reality of German Warfare" of late, and something went off in my head when I read this passage:

quote:

Without going into detail on the individual Kriegsspiele, it is important to note that they all were conducted within the framework of traditional operational thinking.94 The director’s solutions always posited attacks or counterattacks into an open flank after a successful delaying defensive battle. What was emphasized was the importance of establishing through one’s own conduct of the operations opportunities for envelopment, and then exploiting those opportunities. This implied deliberately assuming high risk to turn inferiority into a local superiority by concentrating all forces. The standard solutions repeatedly were based on rapid movement, striking power, envelopment operations, and clear concentrations of effort. A delaying resistance was conducted only at the beginning of the operation, after which a deliberately executed counterattack was driven into the flank. The war games continually exercised the connection between area and time, the courage to execute quick decisions under uncertainty, rapid maneuver, and command and control.

so I booted up War in the East [1] and started up the "Road to Moscow" scenario to try and put theory into practice: pick a spot for a breakthrough, concentrate all your forces on it (maximum stacking), smash through with infantry and use them to hold-open the shoulders of the breakthrough, then drive the mobile forces through. Don't even touch the parts of the front that aren't involved in the breakthrough and exploitation, except where to seize completely unoccupied territory.



this is the map state at the start of turn 2; those units under the teal line did not move at all in turn 1

after that, the AI likes to run away, all the way back to the Dvina/Dnepr line and the Vitebsk-Orsha land bridge, so the next four or so turns were just marching forward, seizing unoccupied territory, and waiting for the infantry and the rail conversion to catch up.



this is the map state at the start of turn 6. If you notice, I have my panzer corps stacked up against the thinnest identifiable points of the line, and we are about to lunge



this is the map state at the start of turn 7. We broke through at two points along the front, and drove hard to seal it just west of Smolensk



Turn 10: it takes us three turns to liquidate the pocket around Vitebsk and to advance to a new line, and we pull off a smaller encirclement to take Smolensk without much of a fight



Turn 12: two turns to refuel the panzers, and then to try and make another breakthrough. This is where you can feel the campaign going off the rails: there are so many Soviet units that you can't make a small encirclement because it would require using the panzers to grind through Red Army troops directly, but a deep encirclement needs more than one turn to complete, which gives the Soviet player time to evacuate the developing pocket. There are so few units between the two pincers because I didn't seal the encirclement at the end of Turn 11, so by Turn 12 it's like I'm punching into thin air.



Turn 13: we slam the door shut on the Vyazma pocket, but despite the area of the pocket being bigger, the number of units caught inside isn't proportionally larger.



Turn 14: we liquidate the Vyazma pocket, but actually have to draw back a couple of hexes from the forward edge of battle in order to reconstitute a solid line

The orange arrows illustrate a completely obvious route for another penetration, because there are barely any defenders in the way - it's just an empty sector. If only we had enough gas...



And that brings us to the start of Turn 15, where we'll probably call the scenario. I have two turns left, and it's not going to be enough.

Even if I could seal this encirclement somewhere between Maloyaroslavets and Mozhaisk (in orange), it'd take me at least one turn to clean up the pocket, then another two turns to make another lunge to encircle Moscow.

The other option is to go for broke and encircle Moscow with the current pincers, but that would be a deeper penetration than anything I've ever tried, and there's probably not enough gas (or infantry) for it, and I still wouldn't have the turns to formally occupy Moscow and score the points for it.

All that said, it's only Sep-25-1941 as of Turn 15, so even a hypothetical Turn 20 would only bring us to the end of October. It's been a good learning experience, and I think has built up my confidence enough to attempt a full campaign.

Danann
Aug 4, 2013

gradenko_2000 posted:

as some of you will have seen from the Ukraine thread, I've been reading "The Myth and Reality of German Warfare" of late, and something went off in my head when I read this passage:

so I booted up War in the East [1] and started up the "Road to Moscow" scenario to try and put theory into practice: pick a spot for a breakthrough, concentrate all your forces on it (maximum stacking), smash through with infantry and use them to hold-open the shoulders of the breakthrough, then drive the mobile forces through. Don't even touch the parts of the front that aren't involved in the breakthrough and exploitation, except where to seize completely unoccupied territory.



this is the map state at the start of turn 2; those units under the teal line did not move at all in turn 1

after that, the AI likes to run away, all the way back to the Dvina/Dnepr line and the Vitebsk-Orsha land bridge, so the next four or so turns were just marching forward, seizing unoccupied territory, and waiting for the infantry and the rail conversion to catch up.



this is the map state at the start of turn 6. If you notice, I have my panzer corps stacked up against the thinnest identifiable points of the line, and we are about to lunge



this is the map state at the start of turn 7. We broke through at two points along the front, and drove hard to seal it just west of Smolensk



Turn 10: it takes us three turns to liquidate the pocket around Vitebsk and to advance to a new line, and we pull off a smaller encirclement to take Smolensk without much of a fight



Turn 12: two turns to refuel the panzers, and then to try and make another breakthrough. This is where you can feel the campaign going off the rails: there are so many Soviet units that you can't make a small encirclement because it would require using the panzers to grind through Red Army troops directly, but a deep encirclement needs more than one turn to complete, which gives the Soviet player time to evacuate the developing pocket. There are so few units between the two pincers because I didn't seal the encirclement at the end of Turn 11, so by Turn 12 it's like I'm punching into thin air.



Turn 13: we slam the door shut on the Vyazma pocket, but despite the area of the pocket being bigger, the number of units caught inside isn't proportionally larger.



Turn 14: we liquidate the Vyazma pocket, but actually have to draw back a couple of hexes from the forward edge of battle in order to reconstitute a solid line

The orange arrows illustrate a completely obvious route for another penetration, because there are barely any defenders in the way - it's just an empty sector. If only we had enough gas...



And that brings us to the start of Turn 15, where we'll probably call the scenario. I have two turns left, and it's not going to be enough.

Even if I could seal this encirclement somewhere between Maloyaroslavets and Mozhaisk (in orange), it'd take me at least one turn to clean up the pocket, then another two turns to make another lunge to encircle Moscow.

The other option is to go for broke and encircle Moscow with the current pincers, but that would be a deeper penetration than anything I've ever tried, and there's probably not enough gas (or infantry) for it, and I still wouldn't have the turns to formally occupy Moscow and score the points for it.

All that said, it's only Sep-25-1941 as of Turn 15, so even a hypothetical Turn 20 would only bring us to the end of October. It's been a good learning experience, and I think has built up my confidence enough to attempt a full campaign.

It really does get you into the headspace of exasperation at all the rifle divisions just coming out of nowhere and too little panzer divisions to work with.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
WISHLIST ALERT

https://store.steampowered.com/app/2591010/Silent_Depth_2_Pacific/

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique


Are you sure we weren’t separated at birth?

Since U-Boat started getting good (Type IIs announced for next release and Type IX DLC coming too), I have been dying for Fleet Boats.

e: though FOTRSU is fantastic and sets a very high bar for simulation. I’d like Microprose to pad out some of the details there because, for example, “fire on land targets” is worrying, having read a book on USN deck gun use.

Frosted Flake has issued a correction as of 15:36 on Oct 19, 2023

Hazamuth
May 9, 2007

the original bugsy

https://steamcommunity.com/games/1611600/announcements/detail/3716091513324551986

https://www.youtube.com/watch?v=ODVLId5lT8o

Eugen seems to be ready to release the first army general soon. Also had some multiplayer yesterday with pals in 2v2 and 2v3 configurations. It has become a long way since the original EA release and the multiplayer part now surpasses Red Dragon imo.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die



:eyepop:

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Anyone got the UoC2 Kursk dlc?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Workers & Resources: I love putting down an entire industrial complex in plans, then walking away while my construction offices build it up. I get so much housework and officework done while it ticks away but I still feel like I'm playing the game.

StashAugustine posted:

Anyone got the UoC2 Kursk dlc?

I picked it up an hour ago and got my rear end completely beat on the first scenario. I'm going to have to try that again.

EDIT: second attempt at Prokhorovka was a complete crushing Soviet victory with every Axis unit destroyed.

gradenko_2000 has issued a correction as of 12:12 on Oct 23, 2023

Hazamuth
May 9, 2007

the original bugsy

It seems UoC2 is in -75% sale currently. Glad you talked about it and got me to check as I had wishlisted it some time ago.

Deadly Ham Sandwich
Aug 19, 2009
Smellrose

gradenko_2000 posted:

Workers & Resources: I love putting down an entire industrial complex in plans, then walking away while my construction offices build it up. I get so much housework and officework done while it ticks away but I still feel like I'm playing the game.

Ditto, except when I come back to the game everyone is dead.

Slavvy
Dec 11, 2012

So long suckers! I rev up my socialist republic in a cloud of workers, when the labour dissipates they are lying dead on the floor

BadOptics
Sep 11, 2012

Deadly Ham Sandwich posted:

Ditto, except when I come back to the game everyone is dead.

So is it like TW: Attila, except instead of the Huns being the end game crisis it's the West selling off all your assets?

Minenfeld!
Aug 21, 2012



No, it's mostly just the agents in game being badly implemented.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Lysenko had a little whoopsie with the New Soviet Man genemodding and they fall over dead if they see a full garbage can or it gets too chilly.

Cuttlefush
Jan 15, 2014

gotta have my purp

Polikarpov posted:

Lysenko had a little whoopsie with the New Soviet Man genemodding and they fall over dead if they see a full garbage can or it gets too chilly.

lysenko invented cspam posters

Megamissen
Jul 19, 2022

any post can be a kannapost
if you want it to be

Raskolnikov38 posted:

you get planning bonuses that give a boost to your attack. you dont actually need to press the launch plan button and can just manually launch attacks and get the bonus but you do need to draw an offensive line somewhere

you have to use a frontline to set up an offensive line, and using frontlines for your breakthrough divisions is not ideal
you can set one up, let the planning build up then delete it when you start the attack but i remember the planning draining very fast if you do
worth it for the start of an offensive i guess but after that better to just leave them un-frontlined and micro instead

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
second scenario of Kursk done - no bonus objectives met, but Orel was completely surrounded and the Axis salient liquidated

the scenarios that you complete on the first go are so much sweeter than a second run with more success, because it means you're properly applying the concepts of operational warfare and can intuit a winning strategy from the word-go

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
third scenario of Kursk done; Izium-Mius - with all but one bonus objective achieved

I'm particularly proud of destroying the SS Totenkopf (literally a bonus objective to do this), SS Wiking and SS Das Reich divisions in this scenario

BadOptics
Sep 11, 2012

gradenko_2000 posted:

third scenario of Kursk done; Izium-Mius - with all but one bonus objective achieved

I'm particularly proud of destroying the SS Totenkopf (literally a bonus objective to do this), SS Wiking and SS Das Reich divisions in this scenario

Hell yeah.

Tankbuster
Oct 1, 2021
more like Was Reich

Slavvy
Dec 11, 2012

More like totenflopf

More like SS weaking

FirstnameLastname
Jul 10, 2022

Megamissen posted:

you have to use a frontline to set up an offensive line, and using frontlines for your breakthrough divisions is not ideal
you can set one up, let the planning build up then delete it when you start the attack but i remember the planning draining very fast if you do
worth it for the start of an offensive i guess but after that better to just leave them un-frontlined and micro instead

you can micro w planning by connecting sequential orders and selectively activating them (hit tab when drawing offensive arrows to change their point of origin, hold alt to move their path around, shift or ctrl click to activate individual orders)

you can have a billion diff orders painted at the division level & only assign certain divs to each it doesn't have to be a full army

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
some things I've learned so far:

- learn the difference between Rifle Divisions (RD) and Rifle Corps (RC), sometimes with a G in front for Guards, which are even better

- the Rifle Divisions are fairly weak, and will not be very useful in an offensive context except against fully suppressed or otherwise very weak targets. Their role is to form a cohesive front line and fortify it, with spare RDs advancing into unfilled spaces of a breach in order to absorb the eventual German counterattack (read: the Panzers will have to shoot at the RDs instead of your Tank Corps, Mech Corps, or Rifle Corps)

- the Rifle Corps are the offensive arm of the infantry; they'll almost always be the first things you attack with at the very start of the scenario when the entire line is fortified and you need to create a breach to pour into. Check for the feasibility of using a Set-Piece Attack when doing this. In other contexts, they're also able to put the hurt on any unfortified Axis unit, though of course your armor and mech units can move faster.

- the Tank and Mech Corps units are of course going to be your primary striking power - once the RC's have created a breach, the tanks move in and smash whatever was behind the previously fortified unit, including the same unit that you had just displaced, if it retreated after the Set-Piece Attack.

- the guiding principle I've adopted is to pursue complete kills - identify an Axis unit, then hit it with as many units as you can, in the optimal order to maximize damage. Sometimes you need Tac Air as a first move to suppress some steps, then either tanks will deal more damage while taking less in return, or you might want to save the tanks to be able to pursue the unit if/when it retreats. But the goal is to, as much as possible, ensure that an entire unit gets blown up with repeated attacks against the same unit, over and over

- you want to do this because the Axis armies cannot deal with a paucity of chits on the board. Once they have fewer units than there are hexes across the front line, then either the front line is broken and you can drive on through, or they have to retreat, which removes their Entrenchment status, which means they're vulnerable. It creates a cascading failure where the loss of even just one unit creates problems that allow more units to be destroyed in turn.

- when selecting targets to destroy, there's really two ways to go about it:

-- unentrenched infantry: these are weak and will crumble to repeated armor and Rifle Corps attacks. The trick, of course, is to make them unentrenched. On the first turn of a scenario, you have to do it yourself, hence the costly initial assault, but after the first turn, the Axis player will need to move units around to plug holes in the line, and that's when they make themselves vulnerable of their own accord.

-- the panzers: whenever you make your initial breach, the Axis will invariably send their panzer units to respond and plug the gap, often slamming your own tank/mech units on their turn. That's fine, they only have so many of them. A single panzer division riding up into your line is going to eat poo poo when faced with two or three Tank Corps smashing it on the turn after.

"but gradenko, if we're choosing between attacking the weakest units visible, and the strongest units visible, what are we NOT attacking?"

do NOT attack dug-in infantry, and do not commit to attacking panzers if your "card-counting" does not indicate that you can finish the kill in a single turn.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


gradenko_2000 posted:

third scenario of Kursk done; Izium-Mius - with all but one bonus objective achieved

I'm particularly proud of destroying the SS Totenkopf (literally a bonus objective to do this), SS Wiking and SS Das Reich divisions in this scenario

yessss turn II SS Panzer Corps into paste!!

my dad
Oct 17, 2012

this shall be humorous
Historical trivia: The 2nd Panzer Army (not SS, still warcrimey as hell) was transferred to the Balkans fairly early into the war. By the time of the Yugoslav/Soviet Belgrade offensive, the only panzer it had left was in the name.

Lum_
Jun 5, 2006
also, wargaming in general has always had an ahistorical hardon for the SS as "elite troops in cool black uniforms, so let's make sure their counters are BLACK and give them HIGH NUMBERS"

in reality, the SS was never an elite force, its only advantages were two: they would be oversupplied with the best equipment because himmler played political games with procurement, and SS troops wouldn't surrender as often because they knew they'd be accountable for their many and copious warcrimes.

during the invasion of Poland the SS' first divisional combat outing was when they chased a Polish infantry division into the town of Pabaniece. They had the typical Nazi sneering dismissal of inferior slavs and assumed it would be an easy cleanup job. The Poles baited them into an encirclement and proceeded to kick their teeth in; the regular army had to send a few divisions to rescue them from their idiocy. After the invasion the Army tried to use the battle of Pabianece as justification for taking the SS' toys away, but Hitler overruled them.

any wargame that rates SS units as "better" for any reason other than having more tanks that day is delusional.

Megamissen
Jul 19, 2022

any post can be a kannapost
if you want it to be

FirstnameLastname posted:

you can micro w planning by connecting sequential orders and selectively activating them (hit tab when drawing offensive arrows to change their point of origin, hold alt to move their path around, shift or ctrl click to activate individual orders)

you can have a billion diff orders painted at the division level & only assign certain divs to each it doesn't have to be a full army

true but its a pain to set up and manually microing is a lot stronger in the exploitation phase

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

I think the current edition of Flames of War rates SS troops as better motivated but poorly trained


Had you played the other UoC2 Soviet campaigns? I remember you had a severe lack of good infantry outside of cavalry and a few Guards units, but also easy access to artillery and engineer steps so you tried to soften the lines with suppressive fire and set piece attacks to force a breakthrough.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
to be clear, UOC does give the SS divisions a Panther tank counter painted in all-black as opposed to a Heer Panzer division with a Panzer IV in battleship grey, but the SS isn't statted-up as being any more powerful than a Panzer division per se; they're simply dangerous because they have tanks to begin with, but they're not "elite"

StashAugustine posted:

Had you played the other UoC2 Soviet campaigns? I remember you had a severe lack of good infantry outside of cavalry and a few Guards units, but also easy access to artillery and engineer steps so you tried to soften the lines with suppressive fire and set piece attacks to force a breakthrough.

I played like one scenario from the Moscow 41 campaign when it was new. And yeah, because you don't have any Rifle Corps in 1941, you have to attack with Rifle Divisions, and it's painful because the combat power just isn't there - yeah, you have to use artillery attachments + suppressive fire to drain steps from your Axis target, and then a set-piece attack to actually deal damage, but then there's no way to follow-up, because those moves completely drain your AP. And if you don't use them, the attack just fails entirely. So it's slow and very costly to get anything - which is a very realistic depiction of how the Red Army had to fight in December 1941/January 1942, but dang if it's not uncomfortable

V. Illych L.
Apr 11, 2008

ASK ME ABOUT LUMBER

the moscow campaign is imo the most genuinely difficult out of any of the previous uoc 2 campaigns

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

Lum_ posted:

also, wargaming in general has always had an ahistorical hardon for the SS as "elite troops in cool black uniforms, so let's make sure their counters are BLACK and give them HIGH NUMBERS"

in reality, the SS was never an elite force, its only advantages were two: they would be oversupplied with the best equipment because himmler played political games with procurement, and SS troops wouldn't surrender as often because they knew they'd be accountable for their many and copious warcrimes.

during the invasion of Poland the SS' first divisional combat outing was when they chased a Polish infantry division into the town of Pabaniece. They had the typical Nazi sneering dismissal of inferior slavs and assumed it would be an easy cleanup job. The Poles baited them into an encirclement and proceeded to kick their teeth in; the regular army had to send a few divisions to rescue them from their idiocy. After the invasion the Army tried to use the battle of Pabianece as justification for taking the SS' toys away, but Hitler overruled them.

any wargame that rates SS units as "better" for any reason other than having more tanks that day is delusional.

Dishonor Before Death: Those Black SS Pieces

I hate Nazis.

I’ve written that phrase a number of times in Daily Content and in the introductions to our books, and now more than ever I still enjoy throwing those three words on the screen. Growing up around survivors of their evil, I learned very early just what their symbols meant. Many years later, as a newspaper reporter I earned a spot on “hit list” of one of the more despicable American neo-Nazi groups. One group threatened me with legal action for calling them “neo” — this offended them, they asserted, because they were the real thing.

Back in an earlier time, wargaming as a hobby included a fairly disturbing element of what can only be described as Nazi worship. It was never as common as later tales would have it, but it definitely did exist and was every bit as repulsive as one might imagine. Our trade group, the Game Manufacturers Association, has strict rules about the display of Nazi paraphernalia that date to that period — and they probably need to show a little more vigilance in enforcing them at their conventions and tradeshows. Lou Zocchi, the industry’s grand old man and a decorated World War II fighter pilot, fought and won a draining libel lawsuit over his stand against Nazi symbols.

By the mid-1970s, someone had established a graphic standard of showing Waffen SS units as black with white lettering. I’m not sure exactly where it first appeared — I’ve heard different tales — but the reason why is pretty clear. In those days, the four-color printing process gave you two “colors” for free: black and white. Each color you used cost more, from one to four. Some graphic designers became extremely adept at producing seemingly colorful counter sheets using only one or two colors beyond the two free ones or what was then called “color of the day.” If some other huge job was running using a lot of one color, you might also get that one for free and so pink and reflex blue became standard in many games.

So black-and-white counters added nothing to your color costs, and that explains why the scheme was used at all. But how it became associated with the Waffen SS, Germany's criminal gang of Nazi enforcers, is much less clear. It probably has some psychological underpinning of black = evil, but by the time I was playing wargames in high school, the association was definitely very strong that the black units were the SS. And in most of those games, there was no particular reason for the SS to have its own color scheme. But they did anyway.

When we founded the original Avalanche Press in 1994, I made the conscious decision that we would never use Nazi symbols in our games. And we’ve held to that, even sending the warehouse boys through the stacks with India-Ink pens to wipe out a swastika snuck in by a box designer. By the time our Panzer Grenadier series launched at the end of the last century, we could print in any color combination we could devise. And I decided that we would not use the standard black for the SS; actually, I decided not to put them in the games at all.

Eventually we did, with a camouflage scheme to set them apart from German Army units. Because the SS are often under special rules (usually involving some form of battlefield cowardice) and have different morale levels than the regular Army (general lower), they do need to have a distinguishing look. I did not want to give them the “Nazi” black-and-white scheme.

But many gamers have asked for them in that pattern, and my views have altered. For one thing, these are just little squares of colored, laminated cardboard. The black scheme has little to do with Nazi Germany; it’s a game publishing idea. German situation maps made during the war do often use black ink for SS units (with blue for regular Army, red for enemies, green for allies). Otherwise, it’s a tradition out of the dawn of wargaming.

If you don’t like the black scheme, you don’t need them. If you like it and want to see the SS get crushed in the most visible form possible, it just plugs right in.

...

The bumbling bloodthirsty bozos portrayed in Slovakia’s War went to war with a variety of cast-off and foreign-made weapons, as the units were never intended to serve in front-line combat. For police duties and mass murder, their Czech or French arms sufficed quite well.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
fourth scenario of Kursk done; Road to Smolensk - with all but one bonus objective achieved

operations in Army Group Center's sector in 1943 is weird: there's like two understrength Panzer kampfgruppe, not even full divisions, as the Axis's only mobile counterattacking assets, and everything else is infantry, but it's so forested that slogging through the entrenched Landwehr is tedious as hell regardless. The only consolation is being able to form encirclements around those infantry units because they're too stubborn to abandon Festung Spas-Demensk.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Been going back to the base game campaign of UoC2 and feel like I've basically figured out how to handle offensive operations but am really bad at not getting hosed up in the counterattack.

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Typo
Aug 19, 2009

Chernigov Military Aviation Lyceum
The Fighting Slowpokes

Lum_ posted:

also, wargaming in general has always had an ahistorical hardon for the SS as "elite troops in cool black uniforms, so let's make sure their counters are BLACK and give them HIGH NUMBERS"

in reality, the SS was never an elite force, its only advantages were two: they would be oversupplied with the best equipment because himmler played political games with procurement, and SS troops wouldn't surrender as often because they knew they'd be accountable for their many and copious warcrimes.

during the invasion of Poland the SS' first divisional combat outing was when they chased a Polish infantry division into the town of Pabaniece. They had the typical Nazi sneering dismissal of inferior slavs and assumed it would be an easy cleanup job. The Poles baited them into an encirclement and proceeded to kick their teeth in; the regular army had to send a few divisions to rescue them from their idiocy. After the invasion the Army tried to use the battle of Pabianece as justification for taking the SS' toys away, but Hitler overruled them.

any wargame that rates SS units as "better" for any reason other than having more tanks that day is delusional.

which is why the SS was better on the defense than on the offense

offensive operations are a lot more complicated to plan and execute, which requires a lot of training/experience.

OTOH "will never surrender" is pretty useful for troops ordered to hold a position even if said troops are poorly trained

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