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Recent Posts
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Flames and Steel is a completely different approach to a WWII map. My goals were to give the map strategic depth and simplicity. It's easy to do one or the other of these things, very difficult to do both!
Air Combat
Each side moves their aircraft A dogfight occurs, with aircraft firing at their dogfight values Surface attacks and strategic bombing raids occur
There is an air combat phase at the beginning of each game round.Types of Aircraft
Air superiority. These include fighters, advanced fighters, and jets. Aircraft of this type can only destroy enemy aircraft. Never land or naval targets. But in this role they excel. These are your main defense against enemy bombing attacks.
Dive bombers. These planes are excellent at destroying land targets, and are normal at destroying enemy surface ships. If you gain air superiority, you can use your dive bombers to do serious damage to an enemy army.
Torpedo bombers. These planes are excellent at destroying enemy surface ships, and are normal at destroying enemy land targets or subs. Gain control of the skies, and you can use your torpedo bombers to sink enemy ships and subs.
Medium bombers. These planes are a jack of all trades, master of none. They are normal at attacking enemy land units, surface ships, or subs. They do 2 PUs of damage when strategically bombing. They allow you to strike targets beyond the range of your torpedo bombers or dive bombers.
Strategic bombers. These planes do 5 PUs of damage when strategically bombing. This is their primary intended purpose. If an enemy lacks sufficient fighter protection, you can use your strategic bombers to impose real economic damage.The map is not finished yet, but here are some pictures.


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@captain0 said
AI may have issues moving the 2 hit tanks, as they start off with stacks of 9? per territory in the game.
Part of the problem might be me leaving the Armor-Inf stacked in 9s. I will destack them and that might alleviate the problem, they should be in 5s
Regarding reduced incomes.
I like this idea, but I also like spending PUs, so it's a balance, hopefully currently it feels about right?
Did some testing, reduced each of the 3 Industries PU production by -2, I got mixed results, so I will have to do more testing.
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@TheDog
Thanks Dog. I think the AI may have issues moving the 2 hit tanks, as they start off with stacks of 9? per territory in the game.
I have been playing a few games, against AI and have decreased all incomes to see how it affects the game.
If I am playing against AI AXIS for example I drop all countries by 10-20 % and Allied countries by a further say 10%,
I feel it starts to factor in the drain on manpower that all countries faced in WW2. makes the later game tougher as well
So for example the UK finds it a lot tougher to field large armies in Far East, Italy and Europe towards the latter stages of the game along with maintaining Naval supremacy.I like physically shipping units to Russia and China from other allies as well. So I delete the lend lease depots and it makes some interesting convoy scenarios as the Germans react etc.
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@captain0
Apologies for the late reply.A few more land/ sea territories would be great.
I agree, but Im no map-maker, I will have to wait for someone to offer.
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do you think there is an issue with the stacking restrictions on the old 2 hit tanks?
As they are 2HP, there max stack is 5s, So you have to move the ones nearer the objective first, then the rear TT/echelons after the nearer ones. This principle applies to all stacking in the map.
PT boats were considered, but decided against, Bomber-Tac does a similar but has a more versatile role.
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enemy factories are destroyed on capture and you can only build light industry on non sovereign territory?
Again considered, but for simplicity, kept as is. I was conscious that a lot of complexity was going into the map and that it might be too much for players to take in.
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Also do you think the Russian player should be immune to Winter as they were more better prepared for it historically.
True they were, but again for simplicity kept simple for both Germany/Russia. The Russians do have a lot of Siberian troops/ Inf-Elite that are 'immune' to the effects of winter, so as a player spam them in the north.
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Maybe also a Rasputitsa effect could block all movement on the Eastern front (all player) for one turn after Winter.
Tried a variant of that, the Germans kept on losing in the north, it was so hard to balance, so removed for simplicity.
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they have to manually enter the quantity as there is no selector arrow for the box like other units.
Yes, this is a know problem with the TripleA look & feel, FlatLaf, if it bugs you try this;
Game> Engine settings> UI theme tab> change FlatLaf Dark to Metal or Nimbus