lt_oddball wrote:....
1) 62nd Chulkov has direct access to the VVs airfield.... kinda like German HQ1 to its Pitomnik luftwaffe base...
So let's merit Chulkov with a soviet HQ flag ?
Done.
2) Rubble between Gor. Fields and 76th div rear is in rural area..that's why I'd like to see the trees there..
Done.
3) R. 13th gurads Rifle div B has a long open border with AA2 , city road, R13th Guards Rifle Div A...maybe shut off (rubble) the border with AA2 too ..that is..the north to south advance (germans)..the south to north attack should be possible (one way attack..arrow ) ?
Mmmm. I'm reluctant to create another blockage to entry to the city. i would prefer to see it left open so that battling can take place.
4) Come to think of it:
How are the attack lines arranged with territories that have two circles in them (like 1077A and AA2 and AA3).
In order to get from one side through this area to the other sides ?
Let's take 1077A:
From Gorodische Fields I want to attack Mamayev Hill A.. do I have to attack 1077A R1 first and then R2 ?
and From Gorodische Fields I want to attack R13th GR Div A . do I have to attack ONLY R1 ..or still have to go through R2 ?
and From Gorodische Fields I want to attack Barrikady Woods- arty . do I have to attack R1 then R2 then barr. Woods Inf and then the Barr. Woods Arty ?
The double army terts were going to make up some bonus of some sort and can still do so.
Perhaps +1 for each two army terts apart from Mamayev Hill.As for assaults, every single has normal border with next/adjacent army inside and out of the terts. So there is no special assautls rules there.
5) Why is Orlovka's Woods so stretched along the river towards Derzhinsky North ?
You would do this to model a fast panzer attack from Orlovka woods... but there the germans weren't that fast it seems:
So better cut that "finger " off and let AA3 be inbetween..
Cheers
Yes i saw the maps previously, thanks.
Done.
jefjef wrote:..
Think it may be better to have bomb icon on Grain silo instead of station 2. (grain silo being 1 of two points to cross river towards russian side) The other jump off point is bombable and makes sense.
Done.
Two of the sniper nests have 3 target terts & two of em have just two. It's probably been discussed but this is a long thread. As much of a front that Rus 13th A & B has I'm not sure they need the extra weight of sniper attack.
I would like to leave those as are. I know it puts extra weight on that area, but there was probably a lot more battle down in the city area that up north. so i think 3 snipers are appropriate.
The All city bonus value is 9. With all the possible attacks against those terts & the battle being directed & centered there how about ya up it to 12. It would be almost impossible to hold anyway until the very end of the game and that would encourage even more intense combat IMO.
Done, but all bonuses have to be re-calculated again anyhow.
New version upload later.
I think saraith has something to offer re the artillery fire that might be important, so will wait until after that.