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Computerized War in Europe is the computer moderated simulation of the European Theater of Operations in World War Two. Players control ground, air,
sea, strategic forces, production, and politics in order to change or simulate the events of World War Two. The game features brigade to corps-sized ground units, fleets of surface ships, U-Boats, Transports, and Amphibious
Assault ships, and tactical and strategic airpower.
There is no "Computer" player in the game. Players make all the critical decisions including when and who to declare war on, planning the campaign
strategy, and executing the sweeping movements, "blitzkriegs," bombing raids, airborne drops, and amphibious assaults.
Players can play any of a dozen scenarios and campaigns, the whole war, or create their own scenarios. There are also over 20 optional rules to modify
the game and add additional detail not available in the original game.
DOWNLOADS:
Download the new Demo of the Windows-based version currently in development. This version is designed to run on 2000 ME and XP systems. (Caution: this is a 10 Mb download.)
NEW VERSION IDEAS: This is a list of suggestions and ideas Doc has received for the new Window-based Computer War in Europe edition. Feel free to e-mail Doc and expand
on any of these ideas or send additional ideas.
DOS-version fixes
1. Make the die-rolling truly random to stop re-loading the move and trying the combats in a different order.
2. Ensure every river belongs to a weather zone.
3. Allow a player to set a default retreat option for each front, either hold if anything will survive or retreat all units.
4. Under Fog-of-War, hide the enemy's inventory, but provide some general information about the size of the enemy air force on each front.
5. The air war damage repairs need to be per the board game rules.
6. Add the ability to undo a unit move if the first move is a mistake such as overstacking.
Rules Implementation Improvements
1. Make the tac air war as in BWIE as regards to when decisions are made.
2. A supply-range toggle to graphically display through shading all friendly Supply Units' range would be nice, as would something similiar to display all OOS friendly and/or enemy units. In fact, any toggles like this would be helpful
(air range, etc.)
3. Fix the Allied Production rules so that one gets about the same output from optional production as historical reinforcement.
4. Ability to change the production multiples.
5. With the variable unit strength option, the reduced values don't remain once entered.
6. Air power attrition should be done each Strategic Cycle or even every turn.
Something like 1 AP loss for every 20 points each Cycle or roll on a table each turn for attrition losses.
New Experimental Rules
1. Add more naval rules and units.
2. More optional rules to cover more non-historical possibilities, e.g. Japanese involvement in Eastern Russia prevents Siberian reinforcements from arriving and diverts some Russian production; stronger Axis allies (some extra units
were in the mix, but especially what-if Italy mechanized heavily); Germany devotes more production to guns and less to butter (maybe a higher arms rate and lower personnel rate, or higher production versus Germany surrenders
sooner due to lower national morale).
Design Changes/Weaknesses
1. Allow options to change stacking limits for countries, so if someone wants
to build a Russian army that does not have arty it can set its stacking to 4. Allow up to 10 stacking to be set per this option to reflect historical attack frontages.
2. Add a mobile assault rule, so that one could trade MPs for an attack at less than overrun odds.
3. Adjust the resource centers in southern Russia to have less impact on arms production if lost.
4. Severe Weather on the Russian front and the supply rules.
5. Russia's ability to withdraw from the frontier - add a political reason for Russia to fight forward and compensate with additional manpower.
6. Dirty tricks need addressing: Tunisia into Libya, Sweden to get Talinin, the options for Sealion need some flexibility along with the air supply optional rules.
7. Para drops need to be resolved first to stop suicide paras to cut retreats.
8. The amount of British units in North Africa should have some form of supply
limits on it, maybe a maintenance cost. Rail repair should be allowed in North Africa for the Axis in French North Africa.
9. Fix the Russian air build limits to allow them to deal with the Germans
massing their air force in the East, or penalize the Germans for not fighting on the other air fronts.
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