Russian revolutions, making them right.

PC/MAC : Commander the Great War is the latest release in the popular Commander series to bring the thrill, excitement and mind-breaking decision making of these difficult times to life.

Moderators: Slitherine Core, The Lordz

villev
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 19
Joined: Tue May 07, 2013 8:43 pm

Russian revolutions, making them right.

Post by villev » Fri Sep 06, 2013 8:59 am

Looking at the game files, there are two revolution events in the game for Russia (and a civil war event in Finalnd linked to these! Never seen that one, would be interesting.), that in my opinion depict the revolution woefully wrong.

Because of inadequate troops, Russia is normally getting badly stomped already at the end of 1915, and having morale around 40-70%. Then at the start of 1916 the following events trigger:

Code: Select all

event_FebruaryRevolution_title = REVOLUTION IN PETROGRAD
event_FebruaryRevolution_descr = Mass demonstrations and armed clashes are spreading through the Russian capital. People are sick of the war, the economic and political situation and demand the Tsar's abdication!

-- Februari revolution
function FebruaryRevolution()
  if GetEvent("FebruaryRevolution") == 0 and GetEvent("OctoberRevolution") ~= 0 then
    if game.date.year >= 1916 then
      local russia = game:GetFactionById(4)
      if russia.morale < 80 then
        SetEvent("FebruaryRevolution", game.turn)
        ChangeFactionMorale(russia, -30)
      end
    end
  end
end
=If Russian morale is below 80 and the date is 1916 or later, Russian morale drops by 30.

Code: Select all

event_OctoberRevolution_title = SOVIET REVOLUTION
event_OctoberRevolution_descr = After the fall of the Tsar, Bolshevik revolution has now overthrown the Russian Provisional Government handed over power to the local soviets. Russian surrender seems imminent, only to be followed by civil war!

-- October revolution
function OctoberRevolution()
  if GetEvent("OctoberRevolution") == 0 then
    if game.date.year >= 1916 then
      local russia = game:GetFactionById(4)
      if russia.morale <= 40 then
        SetEvent("OctoberRevolution", game.turn)
        ChangeFactionMorale(russia, -35)
      end
    end
  end
end
=If Russian morale is 40 or below and the date is 1916 or later, Russian morale drops by 35.

The immediate cascading effect here means that if Russian morale at the start of 1916 is at or below 65%, Russia immediately surrenders.

Now, the causes of the revolution were many of course, but the ones linked with the game would be:
A) Dissatisfaction with an unsuccessful war, as was the case with the Russo-Japanese war in Korea in that lead to the 1905 revolution.
B) Economic hardship caused by the war effort. This one could be depicted by production surplus dropping below certain level (10-15 for example?) leading to a shortage/famine -event.

The two revolutions were very different: The first, moderate socialist one resulted in the abdication of the Tsar and formation of a coalition government that promised political freedoms and woved to stay in the war against Central powers. The Bolshevik revolution in November, on the other hand was on the agenda of ending the war immediately, and followed partially because the provinsional government establish after the revolution in March had been unable to follow up on it's promises.

The game does not reflect this course of events. In my opinion the first revolution should start if Russia is doing badly in the war (and struggling with production) and should actually boost morale temporarily as a result of the revolutionary spirit taking hold and promises of the new government. The second revolution should start a bit later if the situatuation has not improved.

So, I propose changing the events as follows:

The February revolution event should start checking for trigger at around the middle of the winter of 1916/1917- the war has been going on for a while already and people are starting to really feel the possible shortages. The trigger should be national morale, possible around 40-60% mark. If triggered, it should actually boost morale by modest amount (10%?). This, instead of lowering it.

The second revolution should start checking for trigger around 6 months after the first one, and should trigger if morale has still been going down. So, if Russian morale has again fallen to the same level that triggered the first revolution the second should take hold. This revolution should nearly take Russia out of the war, setting it's morale to around 10% -> the Bolsheviks didn't immediately capitulate, and only ageed to the German demands after 4 more months of war and significant new losses at the front. After the second revolution many soldiers abandoned their units and started making their way back to their homes independently. This could show as a moderate efficiency hit in the Russian units.

There could be an additional event triggering if production surplus is below level X and there isn't sufficient railroad capacity (to transport food to the cities).

stockwellpete
Field of Glory Moderator
Field of Glory Moderator
Posts: 9336
Joined: Fri Oct 01, 2010 2:50 pm
Contact:

Re: Russian revolutions, making them right.

Post by stockwellpete » Fri Sep 06, 2013 9:12 pm

Seconded! :D

I wrote some time ago . . .

"vi) The “Soviet Revolution” event occurred in March 1916!! (Did Lenin take the fast train?! :lol: ) The Bolsheviks took power with Russia’s national morale at 53% and their remaining manpower at a whopping 93%. The Russian forces were comfortably holding the Germans outside Riga and Minsk and they had naval supremacy in the Baltic. The Turks had made some minor inroads in the Caucasus. Then, on the next turn, the “Revolution in Petrograd” event came up demanding the Tsar’s abdication. So the two revolutions occurred in the wrong order!! Russia then immediately surrendered and the morale of Britain and France dropped sharply.

. . .

The way Russia is portrayed in the game is just plain wrong to me. At the set-up they are not really in a position to defend Warsaw and Poland - because if they try to they can easily get surrounded and cut off. They have too many garrison units there for my liking. But if they withdraw towards Riga and Minsk (as I did in this game) then they lose a lot of national morale as their western cities are captured. In my view, Russia should be like an enormous sponge that is capable of absorbing a great deal of punishment before it succumbs, but in this game the Russian forces seem to be extremely brittle from the outset.

Then, there is the handling of the February and October revolutions that the game manages to get back to front. This is just ridiculous. There needs to be a clear passage of time between these two events with the possibility that the October revolution could be avoided, or delayed, if the Russians are able to avoid further heavy losses after February.

http://www.slitherine.co.uk/forum/viewt ... 02&t=40699

Suprass
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 162
Joined: Mon Oct 04, 2010 11:06 am
Location: Poland, Gliwice

Re: Russian revolutions, making them right.

Post by Suprass » Mon Sep 09, 2013 4:59 am

For me as a player who don't know as good as you history of Russia Revolution one thing is emportant- how this all effect on gameplay.
For now game is unplayable (but I love this game and will be playing it still). I think that people who made this game tried to left an open dor to knock out Russia by quick and heavy strike. It sound good for me becouse Central Powers can decide which front to focus on. In my oppinion there should be a posibility to knock out Russia quick but it should take more work then now. Changes should be made to achive level that allow to force Russia to surrender in 1916 after briliant victory. Same time there should be a chance to defend Russia if CP player play- I will call it "standard war" without great sucess at eastern front. I'm afraid that big changes in Russia surrender conditions will switch ballance for Entent. Maybee I'm' wrong but I feel that if war on two fronts will last untill 1917 forcing CP to put much atention to east cause a situation in which Germans will be unable to hold lines at the west. I'm talking about multiplayer games. From my experience I know that sometimes even after Russia surrender in 1916 CP have to be very carefull to stop western Aliance... I didn't saw a situation in multiplayer game that CP fight at two fronts in 1917 and I don't know how it will work. It seems that manpower lost will be too big. I can say eaven more- evry multiplayer game in which CP fights on two fronts in 1916 ended in disaster for them at the end of '16.
So it is fragile line to turn ballance and makeing another unpalyable patch- but this is work for developers...
And one more thing.

Lordz please give us a life signe. Show us that you are reading forums- both Slithrine and Matrixgames!!! It looks like game is in long agony and is going to die! Is this going to end like Commander Napoleon at War? Slitherine forum is allmoust quiet and on Matrixgames forum there are only few hardest players that are trying to do something to keep game alive. Sorry for thouse words but when I look at Commander Europe at War forum I want to cry... :( I love this game and I'm playing it allmoust evry day since published but I'm simply running out of players who want to play multiplayer... PLEASE DO SOMETHING!!!
Last edited by Suprass on Mon Sep 09, 2013 2:29 pm, edited 1 time in total.

stockwellpete
Field of Glory Moderator
Field of Glory Moderator
Posts: 9336
Joined: Fri Oct 01, 2010 2:50 pm
Contact:

Re: Russian revolutions, making them right.

Post by stockwellpete » Mon Sep 09, 2013 6:15 am

I take your point about how a change in one area can alter the whole balance of the game, Suprass. But the game is now unplayable for me, which is a shame because it does have a lot of very good features. But to my mind, (and we all read history differently, I know) Russia is hopelessly wrong in the game now. By 1917, despite the dreadful losses, the Russians were still prepared to defend their homeland - what many Russians were not prepared to do was to give their lives for expansionist war aims of the Tsarist government, or Kerensky's government after February 1917. That needs to be modelled into the game. As a way of balancing a stronger Russia, it should be much harder for the Italians to break out of Italy - mountain terrain should be fiercer so armies find it harder to progress there and mountain hexes should be no-go for artillery. There should also be a limit on the number of Portuguese army units able to reach the western front and this should be linked to American involvement in the war and the amount of naval transports available in western Europe at the time.

Suprass
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 162
Joined: Mon Oct 04, 2010 11:06 am
Location: Poland, Gliwice

Re: Russian revolutions, making them right.

Post by Suprass » Mon Sep 09, 2013 10:16 am

I don't know if I'm made myself clear enough (I can see not- maybee becouse of my bad english). For me Russia is unplayabel to. IT NEEDS TO BE CHANGED. But changes have to be done with wise. Russian surrender system should be rebuild but still I think there should be a chance to knock them out in 1916 but AFTER INCOMPETENCE in russians defence. Let me say that if there will be a game between two players with same skills an war in Russia will go a "standard way" russia should live until 1917 revolutions. If Entente player will be better than CP thay should have chance to stay untill end of war. But if CP playere wil have a briliant plan and he put it into life he should be able to finish then eaven in 1916.
Russians have to be changed! But simply changing thair surrender date can lead to CP disaster each game...
US entry should be changed as well. I don't understand why they don't have their own entry date?
In game with Villev we decided that CP declars war on US right after Russia surrender. And the situation has changed after this. There were no problem with sllepeng minor after Russia surrender (Portugues and Romanians join war). And for the first tim I saw US in action. Maybee resolving this problem goes this way or at last near.
Italians are to strong... I have heard that before so it must been true. But I left them for second brakefast... for me most emportant are Russia and US. Then Italy, and some other things like unplayable armoured trains...
But again changeing one thing change another too no meeter you want or not.

stockwellpete
Field of Glory Moderator
Field of Glory Moderator
Posts: 9336
Joined: Fri Oct 01, 2010 2:50 pm
Contact:

Re: Russian revolutions, making them right.

Post by stockwellpete » Mon Sep 09, 2013 11:24 am

Yes, I agree with you, Suprass. :wink:

villev
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 19
Joined: Tue May 07, 2013 8:43 pm

Re: Russian revolutions, making them right.

Post by villev » Mon Sep 09, 2013 12:55 pm

I agree that finding good balance in gameplay should be a priority. It's a game after all, but I think taking a historical approach to this doesn't prevent that.

One solution could be making holding Russia together more and more difficult as the war continues- so it would be obvious that they are going to fold out of the war if the situation at the front does not improve after prolonged fighting. The triggers of the revolutions were serious shortages at the home front and this could be reflected in the game: Make events that are linked to manpower/production efficiency (low workforce in agriculture -> food shortages), low production surplus (=lack of basic industrial goods in cities), etc... The events could trigger efficiency hits in units as soldiers mutiny, losses in manpower pool, and some other similar things so that the Russian would have their ability to continue fighting lowered little by little and allow CP to transfer resources elsewhere after initial success in Russia.

This would lead to a situation where the Russians have to either show some real progress at the front or face the Revolutions and surrender eventually. Another, possibly more elegant way to do this would be to just lower the NM treshold for the revolution events little by little, but this would mean that there's no warning about the situation worsening, and the sudden drop in morale would feel too arbitrary.

In my opinion it's important that the final push to 0% morale and surrender comes clearly from war events, and not suddenly by jumping unexpectedly from 65% morale to none the very next turn. The Russian player could easily feels cheated in a situation when just a moment ago they've seemed to have had a nice buffer in morale and the very next turn the the whole country folds without a warning.

So, in a "standard war" scenario the fight on the Eastern front could proceed along these lines:
If the CP player is able to put steady pressure on the Russians and push them back little by little, inflicting heavy losses in the process, the events that take the Russian morale down should start unfolding. Then, if the Russians can't improve their deteriorating situation the two revolutions shouls trigger, with a buffer of time in between them to give the Russians a final chance to turn the tide. And ultimately, the second revolution should take them to the brink of surrender where a push by CP would still be needed to take Russia finally out of war (timed so that this would happen around the start of 1918)- but if CP had been able to push the Russians to this point they should have the chance to focus on the Western front already before Russian collapse.

And in a "great CP success" scenario something like this could happen:
Basically the same as above, but the revolutions would hit a lot sooner, as the CP could both trigger some of the morale dropping events faster (manpower from casualties, production loss by loss of cities, etc.), and lower the Russian morale by standard means. This also would require a final push by the CP to take Russia out of war, but should be achievable in 1916 with major CP effort and minor Russian incompetence.

About the other issues- I'm not sure if the Italians really are that strong. So far in the few games I've played, they've usually just been stuck in defensive positions at the Alps and around Venice. Brits on the other hand would really need a boost in supply range to be able to effectively take Ottomans out of the war. Now they get cramped by half supply the moment they're able to start making headway towards the Ottoman capitals.

Suprass
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 162
Joined: Mon Oct 04, 2010 11:06 am
Location: Poland, Gliwice

Re: Russian revolutions, making them right.

Post by Suprass » Mon Sep 09, 2013 2:02 pm

There are 14 cities in range for CP if they are playing good war against Russia- line Pskov- Smolensk, Kiev, Odessa. So I propose a solution like that:
takeing 8 to 14 cities force Revolution to start as in history. less than 8 cities enable to stay Russia in war untill the bitter end, 15 or more cities captured force Russia to surrender at once.
Hitting hard and makeing Russia bleed from unit lost is allways good for CP (you can't enable them to grow in number) but there can be set a limit of casulties for them that cause manpower to drop to red and change of effectivnes of egsisting units to 8- this could represent low morale of army, mass desertion ect. I don't know how to set of limit of casulties.
What do you think- thouse are a fast and meybe easy changes but there is allways room for some history events that can make game more history based.
I allways looking more about balance then history- anable players to make their own army, research and decision which front to focus makeing game history based only at the begining- rest is about changing history :D

villev
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 19
Joined: Tue May 07, 2013 8:43 pm

Re: Russian revolutions, making them right.

Post by villev » Tue Sep 10, 2013 5:09 pm

I made a map with the cities and historical development of the front:
Image

So, Russia finally capitulated with 9 cities lost (none at the Ottoman front).

Let's analyze the map:

1) Russians made some initial progress in the 1914 offensive, forcing the Central powers back.
2) Central powers (mostly Germans) counterattacked in 1915 and pushed the Russians to a line running almost straight south from Riga. Of the cities visible on the map, the Russians lost 3 + 1 fortress with no production (and therefore no effect on morale).
3) The frontline stayed there for about two years, during which the internal turmoil in Russia intensified.
4) in 1918 with internal events having pushed Russia close to collapse CP achieved victory by a new offensive.

So, revolution started with 3 cities lost, and Russia dropped out of the war with 6 more cities gone.

I'd like to find a balance where the CP player could, by doing about the same things as the Central Powers historically did, arrive at the same outcome. The thing should by dynamic, so that the revolution and capitulation events could both be made occur earlier, or avoided, depending on the war events.

CP should have an option of:
1) going all out against Russia from the start, and trying to push them out of the war as soon as possible. This should demand more territory taken than the second option -for example 15 cities.
2) containing the Russians and making a moderate effort to stabilizing the front with limited offensive. This should trigger some morale damaging events for the Russians and set the revolutions gradually rolling. Later with internal turmoil having weakened Russia, CP could take them out with a final attack.
3) Just defending and avoiding losing cities/territory. This should still result in little internal troubles in Russia, but later than in first option.
4) Botching it completely and losing ground and cities to the Russians. Finally, this way any revolutions should be avoided.

The problem currently is that the Russians don't really have any chance of stopping even a moderate CP attack. They could be a bit stronger initially, so that they wouldn't crumble so fast. A CP effort that would knock Russia out of the war by 1916 should demand so great portion of their resources that they would risk collapse of their front in west.

I haven't tried modding the game files yet to try out these scenarios, but I feel tempted. Still it would be nice to hear rom the developers- what is the Lordz studio planning to do with Russia in the next patch?

Suprass
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 162
Joined: Mon Oct 04, 2010 11:06 am
Location: Poland, Gliwice

Re: Russian revolutions, making them right.

Post by Suprass » Tue Sep 10, 2013 6:00 pm

Changes you are propsing are in my oppinion very good but I don't know how they can be put into the game. This can be a dificult work for "lone wolf" modders. The black line you point on the map can be achived by CP but it will be very difficult without drop of effectivnes for russians troops during CP advance- simply front line is to long for CP to cover (but I can be wrong). I didn't play as Entente to this stage of war in the east and didn't see how big army Russia can keep at this time. If I'm correct at the start of 1916 russian army is almoust same as CP on their territory but we have to remamber that CP have to maintain units on western front too- Russia fight only one front and in my oppinion they can quick grow in number- CP can't. This situation needs a closer look- maybe cities lost (lost in pp) can block Russia from quick army rebuilding (i don't remember how it's working). All I'm talking about is when there where no total disaster on both sides (any big mistake can lead to destruction of army for CP or Entente as all of us know).
For now I feel that CP can achive your middle line with Odessa and Minsk captured. This is after good eastern campain and this shouldn't force Russia to surrender in 1916. But this is all i said before... We have to remember that in 1916 Romenia enter war and this will make a lot of problems for AH.
So... your propoaition is very good but there must be events from your point 2 and 3. Without them CP simply will be overhelmed by soldiers with red standard.
Please let me know if I'm lost in my thoughts and talking without sens (I could lost in the darkest depths of my simple mind during writing this post)... :D

villev
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 19
Joined: Tue May 07, 2013 8:43 pm

Re: Russian revolutions, making them right.

Post by villev » Tue Sep 10, 2013 6:21 pm

Let's keep the red standards in the next war. This one is with the double-headed eagle still. ;)

I agree, there's the possibility of a "lite" -version with very few changes- possibly just pushing the two revolution events back and making the morale hit in them less severe. And then there's a possibility of a more hardcore version somewhere along the lines of my last post, but that would indeed take quite a bit more modding effort. I think it's still possible to do- the scripting language isn't that complicated and there's plenty of examples in the existing events to learn from.

So, should we give it a go? Make a fast mod with just small adjustments to the revolution events (and possibly US war entry), and at the same time start making plans for a more thorough mod with all the balancing and historical changes (with possibly a few more people)?

Making the Russian cities closer to CP territories have more PP would be an interesting thing too- knocking them out of Russian hands would enable CP to really hamper their capability to wage war and give make the inital Russian position more dangerous to ignore.

stockwellpete
Field of Glory Moderator
Field of Glory Moderator
Posts: 9336
Joined: Fri Oct 01, 2010 2:50 pm
Contact:

Re: Russian revolutions, making them right.

Post by stockwellpete » Tue Sep 10, 2013 6:40 pm

I haven't played the game for a while now but I remember thinking that the sheer physicality of the European continent could be better represented in the game. The winters should be longer in eastern Europe/Russia and movement should be extremely difficult - the Pripet marshes should be very testing to penetrate even in the summer. The terrain around Koenigsberg should be tougher. Artillery should not be able to move through mountain hexes, except via a railway line and so on. Doing things like this would make Russia stronger and make it less likely that the Italians could break out to the east and push towards Vienna.

kirk23
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 150
Joined: Wed Jul 18, 2012 1:23 pm

Re: Russian revolutions, making them right.

Post by kirk23 » Tue Sep 10, 2013 8:00 pm

Hi folks I don't know if you have been following a similar thread over on the Matrix forum, about fixing Russia & USA entry into the war, I have been looking through the game scripts, and I have found a number off problems area's held within. According to the scripts the Russian February revolution took place in 1916, well that's wrong for a start, it was 1917 before it started. This and other problems will be looked into, the game designers are well aware of these issue's and they should be addressed in the not too distant future.

Suprass
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 162
Joined: Mon Oct 04, 2010 11:06 am
Location: Poland, Gliwice

Re: Russian revolutions, making them right.

Post by Suprass » Tue Sep 10, 2013 8:25 pm

villev wrote:Let's keep the red standards in the next war. This one is with the double-headed eagle still. ;)

I agree, there's the possibility of a "lite" -version with very few changes- possibly just pushing the two revolution events back and making the morale hit in them less severe. And then there's a possibility of a more hardcore version somewhere along the lines of my last post, but that would indeed take quite a bit more modding effort. I think it's still possible to do- the scripting language isn't that complicated and there's plenty of examples in the existing events to learn from.

So, should we give it a go? Make a fast mod with just small adjustments to the revolution events (and possibly US war entry), and at the same time start making plans for a more thorough mod with all the balancing and historical changes (with possibly a few more people)?

Making the Russian cities closer to CP territories have more PP would be an interesting thing too- knocking them out of Russian hands would enable CP to really hamper their capability to wage war and give make the inital Russian position more dangerous to ignore.
You ae rading in my mind. I hope you don't do this in our game :D
It would be a great thing to play with "simple" mod which will change only Russia surrender date. And maybe set a US entry date. That's all I need at this moment.

operating
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 501
Joined: Tue Nov 25, 2008 5:36 pm

Re: Russian revolutions, making them right.

Post by operating » Wed Sep 11, 2013 4:17 pm

I am a rookie MP player (currently Suprass is kicking my ass), however, I am not totally convinced "yet", that the Russian side is unwinable/survivable to a later date, (maintaining above 80% come Jan 1916), certainly very achievable playing against the AI. Suprass is proving to me right now, that is going to be highly unlikely in MP, that is where the challange (maintaining above 80% come Jan 1916), is now, and will be in future games. I feel it will be difficult to do, "but not impossible", to be honest. Has anybody survived the Russian ordeal in MP? If none, then the game should be tweaked! Otherwise, personelly, I enjoy the difficultly in avoiding the "built in penalties", if you beat the penalties, you beat the game.

operating
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 501
Joined: Tue Nov 25, 2008 5:36 pm

Re: Russian revolutions, making them right.

Post by operating » Fri Sep 13, 2013 9:04 am

Currently in a game with Villev, he is absolutely taking my France apart, but has allowed Russia to take a couple of his eastern most cities. It's near the end of 1914, he knows my mission is to beat the Russian penalities (100% NM right now). The game is going fast, let's wait and see what the % is in Jan 1916.

villev
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 19
Joined: Tue May 07, 2013 8:43 pm

Re: Russian revolutions, making them right.

Post by villev » Fri Sep 13, 2013 1:32 pm

operating wrote:Currently in a game with Villev, he is absolutely taking my France apart, but has allowed Russia to take a couple of his eastern most cities. It's near the end of 1914, he knows my mission is to beat the Russian penalities (100% NM right now). The game is going fast, let's wait and see what the % is in Jan 1916.
This was a huge gamble on my part- I was almost sure that my French campaign is going to fail, and there were some very tense moments. Fortunately I was able to (just) take Paris, and after that French resistance seems to have really waned. It might have easily turned the other way, and then I would have been on the defensive on both fronts. Let's see, we need a larger sample of games to determine how the balance really is, but it seems that more veteran players are holding the opinion that Russia gives up too easily, and that is the key to very probable victory for CP.

operating
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 501
Joined: Tue Nov 25, 2008 5:36 pm

Re: Russian revolutions, making them right.

Post by operating » Fri Sep 13, 2013 1:49 pm

Yes, you are right, it could of gone either way there for a while, Man, you put alot of troops in there (France). Starting to feel the pressure on the Eastern front, but the show is far from over, even though you have quite a leg up on me.

Suprass
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 162
Joined: Mon Oct 04, 2010 11:06 am
Location: Poland, Gliwice

Re: Russian revolutions, making them right.

Post by Suprass » Fri Sep 13, 2013 7:49 pm

Subs.. thay need changes... Four attack and only one step down (in two MP games). A guarantee one step lover to oconvoy after attack and it will be much better. For now... four attacka and only one step down... it is not worth time and money....

operating
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 501
Joined: Tue Nov 25, 2008 5:36 pm

Re: Russian revolutions, making them right.

Post by operating » Fri Sep 13, 2013 7:58 pm

Suprass wrote:Subs.. thay need changes... Four attack and only one step down (in two MP games). A guarantee one step lover to oconvoy after attack and it will be much better. For now... four attacka and only one step down... it is not worth time and money....
You know, you are not a new kid on the block! What do you do, to pack a bigger punch?

Post Reply

Return to “Commander - The Great War”