As knows players with some experience in PBEM, victory of Reds in RUS Grand Compaign is almost impossible. At least - with minimally correct course of action of the "White" players.
Even when player of Red's faction operates significantly better than players on Whites factions, and luck is on the Red's side, achivements of the Reds much more limited, than it was historically.
Alas, the reason for this - balance in GC. Initial placement in game makes Whites much more stronger on the start than they were historically. Also, game not reflects, or not reflects correctly, some moments, which makes Reds stronger, and Whites - weaker.
On the basis of several GC, played with experienced opponents, and on the some historical knowledge, part of this moments was fixed in my modification. In order to approach closer to historic reality and give Reds at least equal chances for victory in Grand Campaign.
1. The first problem - is ahistorical hordes of Whites on the East, and unhistorically weak Red forces on the North Caucasus. Sorry, correction of this point requires the amount of work that exceeds my ability as modder.
2. Second problem for Reds - is inability to start fast enough and to remedy this situation by initial superiority in resources. Reds Simply don't have enough EP, money, and WS, and can't get them fast enough. And permanent desertions in the first turns fatally delays the formation of new troops. As a result, starts working a "negative feedback": weaker Reds are doomed for defeats, which weakens they more. And so on. I fixed this point more or less.
3.Third problem - unhistorically low quality of Red Army and its command staff. I fixed this point more or less.
1. Fast start for Reds.
1.1 Reds started in GC with 60 EP, 500 "rub", 300 WS. Which represents military equipment "inherited" from Imperial Army and mobilisation of officers.
1.2 + 6 WS to production in the Petrograd.
1.3 Up to September 1918 Reds do not suffer from desertions, which interfere forming of troops (Southern Whites do not suffer from desertions up to the summer 1919).
1.4 Disabled the epidemics, which hitting mainly the Reds. Beside that, epidemics in the middle of the turn, for which player not be able to react, - it is not good.
2. Quality of Reds.
2.1 "Default" strategic raiting for Red commanders is set 3 instead of 2.
2.2 Added the ability to train troops for several Red generals (on the basis of rank not less than the Lt. colonel on the front-line positions in the Imperial Army: Kamenev, Vatzetis, Egorov, Gittis, Snesarev, Nadiozhny, Shorin, Parsky).
2.3 With 2 stars appear those, who historically started in 1918 as army commanders: Tukhachevsky, Gittis, Snesarev, Nadiozhny, Shorin, Parsky, Samoylo, Slaven.
2.4 Abovementioned generals, with exception of Slaven received characteristics 3-1-1 (if they had less) and trait "ex-imperial officer".
3.1 Reduced probability of death of the generals.
3.2 Reduced speed for the horse artillery and tachankas (to make speed of large masses of cavalry more close to historical, so they not to run through half of a map in one turn). In reality, speed of cavalry on march was approximately 1,5 times faster than infantry.
3.3 Moved from autumn to summer 1919 event, which expanded Red's cavalry pool, and Reds can train more cavalry after that.
3.4 Trotsky not railbound anymore.
3.5 Mironov received 4-2-1 characteristics and traits "cavalryman" and "cossack commander".
3.6 Chapaev and Mironov now can be promoted to 2 stars.
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