View Poll Results: Should we play RedFront's phantom turn 1?
Yes, let us be prepared! 8 44.44%
No, it is cheating. 7 38.89%
Bannana imported by Global Capitalist swine. 3 16.67%
Voters: 18. You may not vote on this poll

 
 
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Old March 13, 2003, 21:54   #1
klesh
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Phantom Turn 1
Greetings Comrades.

This is a poll to decide what to do about playing the phantom turn 1 that exists in RF. By phantom turn I mean that the scenario starts with the Soviet turn already having been played. The German attacks, and through events new partisan units are almost always created. These new units have their full movement allowance of course which reverts human control BACK to the Soviets in order to move the new units. However, this gives us a chance to sell off city improvements, adjust the science rate, and spend a turn of rushbuying items.

Some had discussed this as a possible 'cheat' so I want to discuss this before we start. I always use this turn when playing in SP, never considered it a cheat at all.

Captain Nemo obviously was aware of this phenomenon, as he removed the movement points from virtually every soviet unit on the field, so it really does not help that situation at all. It does however, provide a very cherished chance to start our war machine off on the right foot.

So comrades, cast your vote so that we may deal effectively with the Fritzes who will be savagely invading our Proletarian Paradise! For the Motherland!

-FMK.
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Old March 13, 2003, 22:03   #2
H Tower
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A song comes to mind

I know that your powers of retention
Are as wet as a warthog's backside;
But thick as you are, pay attention!
My words are a matter of pride.

It's clear from your vacant expressions
The lights are not all on upstairs
But we're talking kings and successions
Even you can't be caught unawares!
So prepare for the chance of a lifetime;
Be prepared for sensational news!
A shining new era
Is tiptoeing nearer

And where do we feature?

Just listen to teacher!
I know it sounds sordid
But you'll be rewarded
When at last I am given my dues!
And injustice deliciously squared
Be Prepared!
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Old March 14, 2003, 00:14   #3
Case
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I vote no, simply for the sake of historical accruacy.
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Old March 14, 2003, 00:47   #4
Iron Chancellor
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Uh, is that song, yes, it is. Scar.
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Old March 14, 2003, 02:34   #5
H Tower
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Quote:
Originally posted by Iron Chancellor
Uh, is that song, yes, it is. Scar.
so i quoted the lion king, that's what happens when you hang out with 3rd and fourth graders a couple times a week.
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Old March 14, 2003, 04:49   #6
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I'm unsure, so I wont vote...
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Old March 14, 2003, 06:18   #7
Paul Hanson
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I say we move the units that are created, but nothing else. No selling of improvements, etc.
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Old March 14, 2003, 07:15   #8
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Good compromise Paul Hanson, I agree
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Old March 14, 2003, 14:48   #9
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In the version of RF I have on my computer it simply isn't possible to sell improvements on the Phantom Turn - Nemo fixed it that way somehow. Does that mean everyone else has a different version to me?
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Old March 14, 2003, 14:58   #10
greeny
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If memory serves our_man, I think my version may do that too, that hardworking Nemo must have given every city an improvement and sold them off so you couldn't sell any more of on the phantom turn.

Anyone care to check this out? (and sit though the whole of the Axis' first turn )

Edit: just checked via the use of the cheat menu, and our_man is correct in RF v1.4 improvements cant be sold in the phantom turn, although tax rate and what is being built can be changed.

Last edited by greeny; March 14, 2003 at 15:45.
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Old March 14, 2003, 17:31   #11
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you can rushbuild units though
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Old March 14, 2003, 18:32   #12
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Quote:
Originally posted by greeny
Anyone care to check this out? (and sit though the whole of the Axis' first turn )
All you need to do is start as the germans and cheat menu yourself over to the Soviets. Saves some time, doesn't it.

I hadn't checked on the selling of improvements before posting, but it since that aspect is controllable by the designer, thats definately what he did. Okay so the phantom turn will just serve us to move the created units, adjust the sci/lux/tax rate and alter city build orders/rushbuild items.

Sound good to you?

-FMK.
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Old March 14, 2003, 19:04   #13
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Sounds fair enough to me

We still haven't decided on what house rules we will impose on ourselves, I suggested a few in addition to yours on the original red front thread:
No building refugees in non-frontline cities
No maxing out specialists in soon to be conquored cities
No road pillaging

Also should we disalow "ship chaining" or whatever it's called for the Murmansk Convoys, since that could make them too easy.
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Old March 15, 2003, 07:20   #14
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Why no road pillaging?
Pillaging roads on swamps has allways seemed like a very viable tactic to me. Especially since the AI cheats with movement anyway (sometimes traversing move 6 swamps in one turn).

The poor road network of the Soviet Union did give the germans loads of headaches in reality...

Apart from that I agree with all the suggestions though.
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Old March 15, 2003, 10:30   #15
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I think I had discovered 1 or 2 cities where you could still sell of improvements on the first turn, but dunno which ones anymore.
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Old March 15, 2003, 19:36   #16
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Quote:
Originally posted by greeny
No maxing out specialists in soon to be conquored cities
I disagree. It is important that we get as many science bulbs as possible early on, so that we can have KV-1's by September 1941. It is essential, if we intend on holding Perekop, and Rostov in the difficult early part of the game.
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Old March 16, 2003, 08:29   #17
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EZRhino:
Well in my last game I got the KV-1 tech in October and never lost Rostov: without maxing out specialists. I agree getting loads of science bulbs is essential eary on, but maxing out specialists is hardly in the spirit of the scenario designers intention is it?
Imagane a town about to be crushed by the Axis war machine, troops are being evacuated, air raid sirens are constanly blaring, but rather than fleeing for thier lives, setting up road-blocks or quickly getting the harvest in before it's burnt to he ground, all the loyal soviet citizens are down as the local library trying to make a breakthrough for Soviet science!
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Old March 17, 2003, 07:27   #18
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Turn 1

1*No rush-builds,
2*Only move created units,
3*Drink vodka for 13 days after hearing about the invasion!

I'll get started on number 3...
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Old March 17, 2003, 18:38   #19
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curtsibling sugestions are ok

I'll join you in number three
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Old March 17, 2003, 19:39   #20
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We will outdrink the fascist invaders! Urp!
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Old March 17, 2003, 22:04   #21
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Yes! Our Smirnoff will defeat their [insert German beer company name here]!

Besides, if we're drunk, we'll be playing at the level of the AIs!

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Old March 18, 2003, 06:05   #22
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Komrade!
Have a flagon of Blowyerheadoff vodka!
96% proof!
Also used as Stormovik fuel!

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"We drink! We drink! We drink! We throw up! We drink! We fight! We drink! We drink! We drink!...etc, etc..."
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Old March 18, 2003, 17:43   #23
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well
stop guys, there are still a few days until the weekend comes
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