Archive for August 11, 2011

The new version of Fatal Years is available in the box to your left.

EDIT: bugs mentioned in comments are fixed by the new version uploaded. Sorry.

Movie explaining  Fatal Years install:

New rule:

Siberian faction will now lose at least 1 NM per turn. On the contrary, they will get not only the NM given by capture of strategic objectives, but supplementary NM when:

- controlling Arkhangelsk/Perm axis (10 NM),
- controlling Tzaritsyn for 5 turns (10 NM)
- controlling after January 19 some cities beyond Simbirsk/Syzran/ Saratov (5 NM each for Penza, Kunetsk, Cheboksary, Arzamas and Sysran)
- controlling Perm (2 NM), Kazan (4 NM)
- controlling Samara after January 19 (2 NM).

Last, when Siberian faction will have conquered all these objectives, Siberian will become the Official Russian Government for Western Allies. Among the advantages, better help, some Allied units, and the end of NM losses, and MAINLY, if Tzaritsyn is controlled:

The Southern White faction becomes controlled by you. You will be able to move the WHI units, get part of WHI options…..

Notes:

Some explanations

 

Why only Siberian may get control of other White factions?

 

Kolchak was seen by Western Powers as the most serious candidate for Provisional Government. If they helped Denikin, they never considered Southern Whites as much on political side. Kolchak was very close to obtain this formal reconnaissance but military defeats denied him this title.

So if Kolchak is more victorious than in RL, he gets the reconnaissance and linking with Southern Whites, takes overall command, whatever the performance of the Southern faction, good or bad.

On the contrary, a defeated Kolchak will be far of the Volga and so the distance between the 2 White factions will hinder communications so much a unified command is just physically impossible.

 

Why not applying this merge to others factions, like Ukrainian and Anarchists?

 

Whatever their differences, Whites had a common goal: stamp out Bolshevism. Ukrainian and Anarchist factions had objectives fully different from those of Whites and Reds. So any merging would need the possibility of a subsequent splitting, which doesn’t exist in the AGE engine; without, players could try to take control of these factions and send let’s say Ukrainian troops in Baltic area, something so woefully unhistorical I must be avoided by all means.

 

 

Effects on gameplay:

 

Huge.

 

First, Siberian faction gets now a real chance to win the game. Siberian is strong at start, but faction power will erode later, as dissensions are high, infighting important, and Reds always stronger. Seizing the needed conditions to unify with Southern Whites gives to the player good units, leaders, supplementary resources, NM, etc.  Which should allow winning over the Reds.

 

The Siberian side offers then the challenge to win with a brittle army you have to maneuver carefully, a situation rarely seen in computer wargaming.  Southern Whites have better troops but they are almost alone… the 2 factions are proposing different challenges.

 

Last, the 3 players PBEM has now a built-in feature limiting cooperation between the 2 White factions, as in reality…The Southern Whites, by capturing first Tzaritsyn, suppresses any risk of a White unification, ie his defeat, when this one is the only way for Siberian to win the game…..

A VERY HUGE STEP forward.

Compatible with ongoing games.