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Kuniworth

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Posts posted by Kuniworth

  1. Congratulations Hubert, you're joining the "strategic" professionals and yes BF was good for the interim, but let's face it, BF's forte' is Combat Mission.

    I'll be awaiting with baited breath for some details of the naval - air model, please share or allow your developers to communicate with the forum. I'll be expecting a lively discourse.;)

    Thanks for SC3!:)

    Should'nt be whining that there are no tiles in sc3? You have after all said you preferred them over hexes on countless ocassions. Now stand your ground and sit here at BF and play "tetris" while us true wargamers finally after 10 years of waiting get to play hexes and european theatre.

  2. Second!

    Where are the country-specific, different cities, villages and cottages?

    Capitals/cities as sterile "buttons"? :mad:

    I love so lovely details such as different designs for cities.

    What I see on the screenshots, I will not buy!

    Sorry Hubert.

    Lol are you a complete moron or something? It should be obvious for everyone with a sane mind that these screenies were tests and not whats gonna be in the game. Congrats on the most inane post ever.

  3. I'm no graphics artist but I can't believe it would be that difficult to get really good graphics for a strategic game. Heck the operational art of war had somewhat ok stuff back in the 90's!!! Surely some improvement must have happen since then.

    As I mentioned before, For my nach stalingrad scenario for sc2 pacific I used blitzkrieg bitmaps for the katyusha and nebelwerfer slots. That game was old but was still 10 times better than all of the current bitmaps. And that game was old.

  4. Looks like Fury is going with Lordz! Hopefully the support from the guys that do PzC will take SC to a new level. The screen shots are not all that attractive but I'm sure the mechanics will be "cutting edge" for a strategic level game and the graphics are probably just "place holders" for testing the base features.

    With all the strategic level experience in the Slitherine group, there's no doubt SC3 will be an amazing move forward for us wargamers.:)

    This is a good thing!:cool:

    What are you talking about? What screenies?

  5. I think Al is one of the best scenario designers and AI programmers. His earlier brute force shows he knows a thing or two about this.

    However there are some flaws with AoC, there are too many units, the game do not simulate the war of mobilty instead 2-3 lines of hordes moving towards each other. Partly that is due to flaws in the sc2 engine but also that the scenario was created that way. I firmly believe that this type of scenario should be at corps not divisional level and that unit-types ought to be reduced.

  6. Sounds about right? ;p

    But on serious note, while we are asking that, are the towns also supposed to be destroyed when the USSR takes them back? Because some of these cities get destroyed 4 times in 3 turns, ;p . (I turn here counting 1 German and 1 Russian turn together)

    Yes I think towns should be destroyed as they represent "railroad hubs" and supply source for ongoing operations. On the eastern front the rail raod supply sources would be targeted and destroyed as often as possible as both sides knew railraod was key for offensive.

  7. - Biyalostok should NOT start as a german town at the beginning. The city was in the center of the soviet bulge facing army group center. Grodno should be at the northern tip of the bulge but is located far southeast of Biyalostok when in fact it is to the north east.

    - Königsberg far off to the south west from memel when in fact it is directly to the south.

    - The Highway to Moscow should be redrawn with the roads moving through minsk-smolensk-vyazma-mozhaisk-moscow

    - Batumi should be a port, it was the most important naval base of the black sea after the fall of Sevastopol.

    Also I won't comment on the OOB as I don't know the designers choice. But one error is clearly to have AGN include a 58th pz corps when that should be the 56th Pz corps under general von Manstein. Also Ciuperca and not Constantinescu should lead the 4th romanian army at the start.

  8. I believe there are two major flaws with the sc2-game that seriously effects gameplay. It is something that need to be adresses to get that real "ww2 feel".

    First of all tiles with diagonal movement makes map unproportional. I've been starring at the barbarossa map and distances seem so far off, Warsaw to Moscow etc. And it's because of diagonal movement that stretches the map. With hexes this will be adressed and maps will become more correct with distances.

    The second manor flaw got to do with game mechanics. With the sc2 and sc1 engine units move and then strike or vice versa. However there are no possiblity to move, attack and then move again. That makes it very effective to put "speed-bumps" in front of strong units to slow their movement. For instance a panzer corps out to capture a city only defende by a weak garrison can't move, brush enemy aside and then occupy city. The only way the panzer corps could capture the city would be if it started next to the garrision, destroyed it and then moved in.

    I'd very much would like if in sc3 units had a number of action points they could spend on either attack or movement, or perhaps the ability to move some of your action points, strike and then move again.

    That would also mean that units sholud always retreat after taking a certain amount of casualties. Say a 10-strength corps would retreat when losing 3 points, exception to this would be in cities or perhaps the option to tell units to stand fast at all cost.

    As it now stands the current game engine forces this huge groups of units moving like a swarm of grasshoppers from one prey to the next. It would be better if we had a more spread out front line.

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