View Full Version : Europa 1947 (TOAW III mod v2)
Silvanski
26 Feb 08, 02:43
Uploaded v2 of my TOAWIII mod of Piero's "Europa 1947"
http://www.gamesquad.com/forums/downloads.php?do=file&id=1860
Silvanski
05 Mar 08, 05:39
http://www.gamesquad.com/forums/downloads.php?do=file&id=1860
changed the Hrvatska formation in Serbia into a proper Serbian formation from a puppet regime, and East European partisans now appear more by event than on fixed turns
Crazy Dutch
10 Mar 08, 07:22
Hi Silvanski
After looking to the OOB I see that there is only 1 Dutch unit.
I think that you can add the following Dutch Units:
Dutch Marines Brigade. Was in 1943-44 raised and trained in the US.
KST = Korps Speciale Troepen (Corps Special Troops) is raised in 1948, but the subunits exist all in WWII or from 1945. Namely 2 Commando Companies (Dutch 2nd Troop, 10 Inter-Allled Commando and Korps Insulinde) and from 1945-46 in the NEI raised 1st Parachute Company.
And a KNIL Infantry Division form the NEI
Greetings from the Netherlands
Crazy Dutch
Silvanski
10 Mar 08, 08:16
Bedankt voor de tip.
I'll have to see if there's room for them however, cuz in this scenario the OOB's on both sides are almost reaching the limit
Silvanski
15 Mar 08, 02:32
v2.2 uploaded
Various changes, the most prominent being the switch from turn based reinforcements to event based ones for several units.
I also found a purpose for those 4 Panzerlager units: on-map equipment depots
http://www.gamesquad.com/forums/downloads.php?do=file&id=1860
Zac had a great idea in my AAR thread, Silvain: That the scenario could use 2-5 turns of cease-fire to begin the game with for Allied deployment of troops.
Now, would the Germans be able to redeploy as well?
I post here so that it's open for discussion.
Two turns should probably be the max - anymore would just simulate the entire process of assembly and deployment. And yes, the Germans could redeploy too because the ceasefire would affect everyone.
Two turns should probably be the max - anymore would just simulate the entire process of assembly and deployment. And yes, the Germans could redeploy too because the ceasefire would affect everyone.
Well, the Germans could all be put on Garrison mode for two turns; if it was felt to be necessary.
Silvanski
23 Apr 08, 23:42
Good point... but the Germans should be allowed to move freely as well ;-)
...It creates a nice degree of tension when both sides spot troop movements and build-ups...
The cease-fire can be an Allied TO to be used before, let's say, Turn 5 when the cease-fire would automatically end ... and as a variable turn range event for play against the PO
btw, nice new avatar pic Wyatt, I like the Slavic look ;-)
Silvanski
23 Apr 08, 23:52
The Luftwaffe released some pictures taken during the RAF and USAF Newyears Day raids on the French railway system...
Here one of their Me-262's is seen taking on a B-29
http://img30.picoodle.com/img/img30/4/4/23/f_Europa1947Nm_a0a8547.gif
(from an online screenshot gallery of some flight sim, I used IrfanView to give it a more authentic look)
btw, nice new avatar pic Wyatt, I like the Slavic look ;-)
Slavic look? And here I thought I was just lookin' cool. :cool:
Nice action pic, too!! :D
Slavic look? And here I thought I was just lookin' cool. :cool:
Kool enough for a weekend in Vancouver, :smoke:
Eh, Wyatt!
:laugh::laugh::laugh:
It's a look that says "most comfortable with a length of lead pipe."
Best Wishes,
Steve
Got that Dave Grohl vibe goin'... (Foo Fighters...)
Now, to have Dave's moola....
Silvanski
27 May 08, 21:14
OK, unreleased test v3.0 shows the balance shifted too much to the Axis
Will make adjustments ;-)
Silvanski
04 Jun 08, 06:12
am trying out a version with support squads in HQ's
am trying out a version with support squads in HQ's
At what level, may I ask?
Silvanski
06 Jun 08, 23:54
It's the v3.1 test Kurt
Varying supply distribution efficiency may be interesting with so many formations involved, and also prevents HQ's being used as recon units ;-)
It's the v3.1 test Kurt
Varying supply distribution efficiency may be interesting with so many formations involved, and also prevents HQ's being used as recon units ;-)
WAY TO BE, SIL!
At what level in the formation(s) are you putting these in, or are you layering them in across the whole OOB?
Obviously, I'm a little behind the curve here, sigh...
Silvanski
07 Jun 08, 00:23
WAY TO BE, SIL!
At what level in the formation(s) are you putting these in, or are you layering them in across the whole OOB?
Obviously, I'm a little behind the curve here, sigh...
Oh OK, I didn't get it duh
For now I put them in all HQ's except the Serbien formation which has several HQ's -it's in the top HQ- may have to change that OOB
I don't know but I may have to up he original SDE % a wee bit
Oh OK, I didn't get it duh
For now I put them in all HQ's except the Serbien formation which has several HQ's -it's in the top HQ- may have to change that OOB
I don't know but I may have to up he original SDE % a wee bit
I'd be interested in your notes on how this affects things, eh?
Silvanski
07 Jun 08, 02:19
I also tinkered the Allied PO a bit... saw a lone British HQ trying to invade Corsica ouch!!
I also tinkered the Allied PO a bit... saw a lone British HQ trying to invade Corsica ouch!!
Something in a 'high proficiency unit'...?
Hows the eev thing going with this?
Silvanski
07 Jun 08, 03:39
Hows the eev thing going with this?
I got some ideas on paper for using the eev for German surrender, Berlin Rome and Madrid need to be captured, plus a number of other cities... have to calculate various options
I got some ideas on paper...
OMG, not Paper!!!!
I've got to go buy some more note-books, just because I needed to tear out the BS pages after rethinking my last thoughts, LOL!
What I"M going to do, is plug-in some of my 'old' HDD's, format same, and use them to keep notes on, !!!!!!
That way, if this silly puter dies, at least I've a 'chance' of recovering my 'direct' notes, eh?
Either that, or go and install a third HDD into the Wife's puter, and occasionally mail 'everything' as a .rar to her machine, LOL!
She already 'knows' to save often, and save well, eh? Not like she has anything in 'large files' anyhow, Mmhwahaha!
Silvanski,
I am currently playing v2.2 and I am on turn 12 v Axis PO. In one of the earlier turns, 2 or 3 I think, a German FJ unit (5 FJ?) landed just outside Lisbon in the excluded zone. Of course, it didn't do anything and neither could my Portugese troops until the exclusion zone was lifted. It's odd though.
I didn't even know that you could parachute into an exclusion zone but you might like to take steps to prevent it from doing so in future versions.
Best Wishes,
Steve
Silvanski,
I am currently playing v2.2 and I am on turn 12 v Axis PO. In one of the earlier turns, 2 or 3 I think, a German FJ unit (5 FJ?) landed just outside Lisbon in the excluded zone. Of course, it didn't do anything and neither could my Portugese troops until the exclusion zone was lifted. It's odd though.
I didn't even know that you could parachute into an exclusion zone but you might like to take steps to prevent it from doing so in future versions.
Best Wishes,
Steve
That really is odd. I, too, was under the impression one could not paracute into an exclution zone...
Silvanski
01 Jul 08, 21:57
wow, that's indeed strange... I know that air units can end up in an air hex in an exclusion zone, dunno if it was when they reconstitute or being chased out of their original hex... but a para unit landing in an exclusion zone??? weird indeed
Guys,
It does seem strange but the unit is 5th Panzer Army - 4th FJ. It is set to enter on turn 4 and the Axis PO uses it to complete a parachute landing adjacent to Lisbon. The Portugese (and Romanian) exclusion zone doesn't lift until turn 6.
In my copy I have altered the entry turn to move 6. I have never seen a unit parachute into an exclusion zone before so I have no idea if this is reproducable error or not. It is easily avoided though.
Actually, parachuting the unit near Lisbon, even when the exclusion zone is lifted is pretty stupid if the Allies are beating the hell out of everything Spanish. There is no Axis support for it. It parachutes in and it is destroyed.
Best Wishes,
Steve
Silvanski
04 Jul 08, 14:31
I'll check out the para problem for v3.1 ... the defense of Spain has been beefed up
Silvanski
08 Jul 08, 05:22
I uploaded a tested update with lots of new features.
http://www.gamesquad.com/forums/downloads.php?do=file&id=1860
Silvanski,
I have downloaded the latest 3.1 version and given it a quick look. I haven't started playing it yet but I am going to abandon my 2.2 game and begin again with 3.1. I like the changes so far as I have seen. :)
One comment:
The Gurkhas are attached to the Indian Army in the scenario. Nothing wrong with this since they can serve with either the British Army or the Indian Army. But the Gurkas are not Indian - they are Nepalese.
If there is a chance event that the Indian Army will withdraw (a reasonably unlikely event even in a hypothetical scenario) then the Gurkhas would not withdraw with it. They would just be attached to the British Army.
Best Wishes,
Steve
Silvanski
12 Aug 08, 13:27
If there is a chance event that the Indian Army will withdraw (a reasonably unlikely event even in a hypothetical scenario) then the Gurkhas would not withdraw with it. They would just be attached to the British Army.
Good point Steve!
I'll add it to the list of fixes
I 'll have to give the Gurkha units the British counter then.
kaerigumo
29 Aug 08, 03:04
I'm playing ver3.1 on Allied side.
Hex130,49(St.Petersburg SW) is set to Dense urban and maybe Allied ownership.
Axis unit moving, when St.Petersburg becomes empty, it falls.
As for this being correct?
22563
I can confirm this. There doesn't seem to be anything in the event list that would cause it. Strange.
Best Wishes,
Steve
Silvanski
05 Sep 08, 22:09
I'll look into it
Silvanski,
I am currently playing the Axis v Allied PO. The Allied PO is not relocating the air units from their US Atlantic and Pacific bases. Consequently, they are performing very badly. I am not sure of the rules relating to the movement of air units between bases but they may need to be initially deployed on British air bases or on the North African shore.
Best Wishes,
Steve
Silvanski
12 Sep 08, 12:48
You're right, the PO doesn't do a good job of relocating air units.
I have to do like you suggest and/or also enter them as reinforcements in British hexes
Silvanski
12 Sep 08, 14:39
Uploaded v3.2
http://www.gamesquad.com/forums/downloads.php?do=file&id=1860
Thanks for the work "TOAW retrofit dude" !
Incidentally, any good AARs on this scenario (edit : found 'em) , or strategy/tactics tips or opinions ?
Starting the game as the Allies (the souped up De Gaulle force got me going, as I'm reading his memoirs... Btw, France didn't fall in '40, was victim of a far right-wing military coup d'etat ;)) and I'm wondering what to do, or rather, where to start, hehe.
Been playing a fair bit of TOAW lately, but much smaller scens, so I'm dallying, and wondering where (and if) I should commit to an invasion right away, etc.
Thanks in advance for any thoughts on the subject !
Cheers !!
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