Clash of Titans - developer's AAR

After action reports for Time of Fury

Moderators: Slitherine Core, Time of Fury Design

doomtrader
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Post by doomtrader »

During the hard times of war, Soviet factory workers were able to equip first brigade (19. Tankovaya Brigada) with new tanks.

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Although there is a possibility to build 3 level armored units cost, when compared to infantry units is tremendous.

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doomtrader
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Post by doomtrader »

Germans and Finns, finally joined the fronts.
Leningrad is still holding.

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doomtrader
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Post by doomtrader »

Caucasian Front has been mobilized to help defending the Motherland
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doomtrader
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Post by doomtrader »

TURN 10:

Battle of Moscow continuous!
Brave Soviet soldiers are fighting on the streets of Moscow. They are fighting with sacrifice for every inch of land. They are sacrificing their lives to safe the capital of the Soviet Union.

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But the German hordes seems to be unstoppable. Day by day, inch by inch they are grabbing Moscow. Red Army will fight until last soldier, last worker, last man and woman will be able to hold the rifle against the oppressors.

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doomtrader
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Post by doomtrader »

Three new NKVD divisions were formed. Another support to patch the front.
doomtrader
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Post by doomtrader »

TURN 11:

Moscow is still under siege and most of the frontline is unsecured. Germans are capturing more and more cities, Panzer spearhead of four units just reached Vladimir, two hundreds kilometers East of Moscow.
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doomtrader
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Post by doomtrader »

TURN 12:

The Battle of Stalingrad has begun!

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steambap
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Post by steambap »

doom, what's the whole front looks like?
anguille
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Post by anguille »

Doesn't sound good for you...

Does the loss of Stalingrad inflect a morale penalty as it would have if it had really happened?
doomtrader
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Post by doomtrader »

Situation on the whole front looks really bad.

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Last edited by doomtrader on Fri Nov 25, 2011 4:43 pm, edited 1 time in total.
anguille
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Post by anguille »

This scenario should be 300 turns long but it seems Germany is going to defeat you in much less than that...do you have any perspectives?
doomtrader
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Post by doomtrader »

Even if the Germans will be able to capture Stalingrad, there is still a lot of hexes to conquer and defend

I'm hoping that the masses of cheap infantry will be able to stop the Germans. They are not attacking with odds lower than 3:1 to limit their losses.
Maybe there will some more reinforcements from the Ural.
I'm planning to build up my defenses on couple of cities and then slowly push Germans back.

German tanks are very expensive.
Soviet infantry is very very cheap!
Rasputitsa
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Post by Rasputitsa »

Thanks for the AAR, nice to see the wide selection of units and maps, with a very capable AI, which just makes the anticipation more intense, when ! :D
doomtrader
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Post by doomtrader »

Hi,

No problem.
If you would like me to post about current situation on other fronts or take a look at specific data, just let me know.

This AAR is for all of you.
anguille
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Post by anguille »

Thanks...

Could you give some info about the naval activities?

PS: this made me buy time of Wrath witch is on sale on matrix (i noticed it works on a netbook which i need for my travels) so it will keep me busy meanwhile :wink: ).
Rasputitsa
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Post by Rasputitsa »

Yes, would certainly be grateful for any additional screens you could give, especially some detail of the air and naval components of the game. However, the best antidote to the anticipation is to get our hands on the game. 8)
doomtrader
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Post by doomtrader »

As Soviet Union, I almost don't have any naval activities. Those are only limited to some bombardments around Leningrad.


For the air part of the game. Germans are mostly using their tact bombers to attack my land units, the same goes to mine. I'm using my tacts to hold German tanks a little bit.
Also I just checked that the Germans are sending some strategic bombers over my cities almost every turn.
Plainian
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Post by Plainian »

Can you show an example of a unit splitting and combining if possible just so I can see how this new function works?

Looking at the production times and costs below it looks like it is better for a player to purchase Divisions then combine them into Corps? It takes 4 turns to produce an Infantry Division and 10 to make a Corps? Cost is the same but you can save 6 turns by buying Divisions? This doesn't seem right?

Image[/quote]
doomtrader
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Post by doomtrader »

Ian,
Regarding your splitting and merging question, please take a look at this thread:
viewtopic.php?t=29983

Answering your other question, the one concerning production times.
If you are upgrading one unit into another, it always become frozen for the number of turns which is a difference between the production times for source and target units.

So in this specific case, infantry division upgraded into infantry corps will be frozen for six turns.
Plainian
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Post by Plainian »

doomtrader wrote:Ian,
Regarding your splitting and merging question, please take a look at this thread:
viewtopic.php?t=29983

Answering your other question, the one concerning production times.
If you are upgrading one unit into another, it always become frozen for the number of turns which is a difference between the production times for source and target units.

So in this specific case, infantry division upgraded into infantry corps will be frozen for six turns.
Thanks I see it now.

Actually the second question was the same as steambaps question in the same thread. I thought that the splitting function would 'create' and 'dissolve' higher level units and not split units into the same levels. Thats why I was puzzled by the production times. It didn't make sense to build Corps when you could build two Divisions in about half the time and then merge them into Corps.

I will wait to see your answer to steambaps question, but I can guess the answer. I would have preferred create/dissolve to split/merge but I guess they do the same function in game terms.
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