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Hawk

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Everything posted by Hawk

  1. I don't know how many games I've played during beta. In all of these games, industrial technology has only had a heavy impact in a couple of those games, so I wouldn't wory too much about it.
  2. 1. You don't. It automatically choose up to 5 units. 2. Max 4 hexes.
  3. Well, it's most definitly his loss anyway! The latest beta looks very good, folks! (oh, sorry deilthedog, no new graphics ) I think we're getting close ...
  4. Hey cool! I hadn't noticed that. Jolly good!
  5. I'll throw in some answers. 1. Hubert has said that he is thinking about doing a Pacific Theater game next, but I'm trying to get him to do a complete world game. 2. No. 3. Everybody, please welcome our latest member here in Gamers Anonymous! Cheers! Hawk
  6. LOL MT! It is possible on non Norwegian keyboards too. You have to press ALT+ three numbers (don't remember which). Anyway, I agree that building 500+ armies are not a good sollution. However, you need some forces to prevent landings. Not having those pre-determined landing points, makes for a much more interresting and tenser game IMHO! Sadly enough, I haven't had time lately to play any W@W. That "real life" thingy is seriously reducing my gaming time! :cool: Cheers!
  7. I'll try to answer a few. 1. In this thread, Hubert said: "Honest answer is that I wanted to avoid how some of the other game implemented diplomacy through pressuring etc., because I often found it led to a lot of cheating. For me this was just a game design decision but diplomacy is mostly dealt with how you play the game. Some examples, play overly agressive as Axis and the US and Russia might enter the war early on, attack your facist ally Spain and facist countries like Romania or Hungary might not join your side etc. Under the right conditions Spain and Turkey could join the Axis and so on. Things are a bit reverse when playing as Allies but it is mostly intuitive and the 'random' options keep all these countries random but within a historical context Hubert" 2. Unsupplied units are next to useless anyway and attacking with them is nearly pointless. 3. Given time, any coastline can be invaded if left undefended. You'll take losses if trying to land in an usutable place. 4. Paratroopers at this scale where used to seldom to justify the effort it would take to add them to the program. 5. The prolonged turns during winter simulates the extra effort needed to wage war in harsh weather. Remember that Hubert (like everyone else) has to find a good balance between playability and realism. 6. Hubert said that partisans has been adjusted. 7. What do you mean? 8. Well, if you don't know what you want, you can't expect Hubert to know either, can you? Mannheim: if you use the search option, you will find that many of these questions have been debated quite a bit. Immer: "bump" in this setting means "move this thread back up to the top" In general, use search more folks! Cheers! Hawk
  8. When beta-testing this baby, I never had a game last any longer than '45 anyway, so I don't think this will be a problem. It's easy enough for Hubert to change this, so I suggest you wait and play the full game before you set your mind in stone about this (and other).
  9. Well, as a beta tester I still haven't played a game where I was able to attack Russia and save lots of MPP each turn! And the Allied player will know if Germany doesn't attack Russia, and having all those forces just sitting on the border will quickly bring Russia into the war (if "random") anyway. I agree that having to plan production is more realistic, but I have no problem with the way building (buying) works in SC.
  10. Well, as a beta tester I still haven't played a game where I was able to attack Russia and save lots of MPP each turn! And the Allied player will know if Germany doesn't attack Russia, and having all those forces just sitting on the border will quickly bring Russia into the war (if "random") anyway. I agree that having to plan production is more realistic, but I have no problem with the way building (buying) works in SC.
  11. There are a couple of extra options you should consider when attacking Alexandria. | | | SPOILER ALLERT !!! (well, some might consider the following to be a spoiler) | | | The first is using a headquarter unit. It won't keep your units at peak performance, but it'll help. Second, use aircrafts. They too suffer from lack of supply, but every bit help. Stack both aicrafts and HQ to the west of Alexandria. Finally, keep one army off the coast (in transport mode). When the unit in the "other" side (i.e. not on the same side as the HQ) becomes too damaged, you can move it back and land the new one. It'll have 100% supply and can do really well in it's initial attack. In my latest game I gave the AI a +1 experience bonus, and I took Alexandria four turns after the initial attack (without reinforcements at sea), and the aircraft didn't hit in two of those turns. Cheers! Hawk
  12. Yes, it looks like you loose strengthpoints based on terrain and enemy proximity. However, Hubert is the only one who can answer this in full detail. Hawk
  13. Yes, I agree that taking the Baltic was a bad move. However, if you set Russia to neutral... SS_O, feel free to post my AAR on your site. Cheers! Hawk
  14. Hi, I have been beta-testing SC for a while now. Some time ago (version 1.28c) I decided to write an AAR. Here is the result. -------------------------------------------------- Beta-test report of SC v.1.28 Played as Axis on Expert level with AI experience +2. All Random, full FOW, partisans, no Siberian war. The reason I decided to play with this setting was that up until now, I hadn't lost to the AI. Hubert adviced me to try this, and see if I could still manage to keep the score... Turn 1 - Sep 3, 1939 Not to good a start! Defeated the two Polish border corps, but hardly sratched the Pomorze Army. Took only light casulties. Sent the two sub in the Atlantic up north (out of harms way). The Polish withdrew the Krakow Army and Modin Corps in order to defend Warsaw. Turn 2 - Oct 1, 1939 The pomorze Army is still standing with 1 HP left! Have assaulted Warsaw and reduced the corps there to 4 HP. Sent one tank group around the north flank and destroyd the Polish Airforce. The Krakow Army south of Warsaw and the Modin Corps to the north have been reduced to 5 and 7 HP. Light losses again, but all in all it's going to cost a bit to repair this. Saving my MPP for research next turn. Poland reinforced Warsaw and Krakow. Turn 3 - Oct 29, 1939 Destroyed the remaining Polish forces except Modin Corps (north of Warsaw). Bought 1 RP in Jet Aircraft. Poland surendered! Turn 4 - Nov 26, 1939 Transported ("operate") most of my army west to the Low-Countries border, but sent 2 armies, a corps, a tank grup and Bock HQ north to invade Baltic. Repaired my Airfleets. Turn 5 - Jan 7, 1940 Declared war on Baltic and started advancing towards Riga. The tank group reached it and did some damage. Sent CA Scharnhorst to bombard. No effetc. Reinforced the units on my western front and consolidated in order to take out Low Countries next turn. Turn 6 - March 3, 1940 Captured Riga. Declared war on Low Countries. Bombarded unit in Brussels. Attacked it and defeated it. Captured Brussels. Purchased a corps an placed it SW of Frankfurt. Low Countries and Baltic surrenders. England bombards Antwerp port. France withdraws units on Low Countries border. Turn 7 - March 31, 1940 USSR didn't like my occupation of Baltic. Her war-readines went from 30% to 71% in three turns! USA is on 21% and Italy on 80%. The U-47 sub and CA Scharnhorst and Gneisnau are moved to the Baltic sea. I transported my two armies and the tank group from Baltic to the west front, and bought two corps, one in Warsaw and one in Koningsberg. My forces in Low Countries strike south into France. I captured the mine SE of Paris, and starts to isloate the Magniot Line. The French try to re-take the mine, but I manage to cling on to it, barely. Turn 8 - April 28, 1940 I gave up on holding the mine. My tank group there was down to 50% and in danger of becoming surounded, so I retreated it north. The rest of my forces keep pouring into France from the north, making a vedge between the Magniot line and Paris. My first loss! France took out a corps with the help of an airfleet. The frontline now runs SW from Paris to the Magnio line. Turn 9 - May 26, 1940 I used this turn to consolidate my forces and reinforce those that needed it. Luckily, the Italians seems to be ready to join now. Turn 10 - June 16, 1940 The Italians have joined. I gather the Italian fleet south of Italy to attack the French fleet at Toulon. The Italian 1st Army occupies Marseilles. In northern France things ain't going that well. The French have withdrawn some units south, thus openign their line, but I'm unable to damage the corps in Paris even though my forces started at full (10 points) and had a readyness of 84%. I managed to spread out a bit east and west of Paris, so I might be able to surround it. I lost two corps this turn! I'm starting to feel that the AI units are too tought at +2 experience, but we'll see. Turn 11 - June 30, 1940 Changing strategy. I'll try and just hold the main French forces while taking the Maginot line. Spent most of my points reinforcing the German units. One down, two to go. The Italians press west in the south. The French CV in the Mediteranian (?) has steamed south along the Spanish coast. The Italian fleet can't intercept it, so they head east towards Egypt instead. The French killed one tank group this turn. Turn 12 - July 14, 1940 I don't think I'll manage to held back the French forces long, but I have to try. The Italians race west in southern France, and the fleet clash with the British fleet north of Egypt. Turn 13 - July 28, 1940 I am finally making some headway in northern France, but the cost is high. I spend all my points each turn reinforcing. The Italians have reached Bordeaux, but are unable to damage the French corps there. The Italian fleet took out the British CV and BB while loosing one BB. I bought an Italian airfleet to help the Germans in France. Turn 14 - Aug 11, 1940 The French tried to retreat one unit out of the Maginot line. Took it! Two down, one to go. Paris is not well defende, but at these odds, I want to surround it first! The Italian fleet has reduced the last British CA in Egypt to 1 point, but it's in port so the AI can reinforce it. Turn 15 - Aug 25, 1940 The British fleet at Egypt got reinforced, so I have to withdraw the Italians to do the same. Tried attacking Paris, just in case... Took 6 hitpoints in damage without scoring a single hit on the French corps! Hmmm... I have withdrawn the Italian forces in southern France, since the corps in Bordeaux was killng them! Turn 16 - Sep 15, 1940 Almost killed the last French army in the Maginot line. At least the AI must use points to rebuild it, but then again, so must I. Bought one more Italian airfleet. Turn 17 - Oct 13, 1940 I finally managed to take out the Maginot line. With a little luck I should be able to surround Paris next turn. Turn 18 - Nov 10, 1940 I started whitteling away on the corps in Paris this turn, but it is very slow going! The USSR has thankfully been stable on 70%. If they attack before I have built up a strong force in the east, I'll be dead in a few turns. Turn 19 - Dec 8, 1940 Mainly reinforced this turn, but the Italian forces in the south repelled a French counter-attack. The British airforce is making it hard keeping my own up at all time. Turn 20 - Feb 2, 1941 Paris is finally surrounded, and the corps there reduced to 5 hitpoints. The Italian fleet has been partially repaired and is sailing out again. Turn 21 - Mars 16, 1941 USSR is preparing for war. I'm so dead! Took Paris and started sending as many units as I dared to the east front. It's only a thin grey line, but I'll try to hold out as many turns as I can! Luckily, France surrended. Turn 22 - Apr 13, 1941 The Italian fleet took the last British cruiser in Egypt. Transporting all units I can from the west to the east, and buy corps to fill the gaps. The Russian hordes crashed into my lines, but not through it yet. Hungary joined the Axis forces. Turn 23 - May 11, 1941 All I can do is reinforcing my units and try to hurt the Russian where I can. The Russians perfomed a lot of strange strategic movements, and hardly attacked at all. Left one corps in Paris and one Bordeaux. That's my entire western force. Romania and Bulgaria joined Axis, and there was a pro-allied coup in Yugoslavia. Turn 24 - June 8, 1941 Bought an Italian army and a German tank group to try and stop the Yugoslavians. The Russians attacked into Romania and are threatening the oil-fields there. Turn 25 - June 22, 1941 I am simply going to have to counter-attack into Russia in order to try and gain the initiative. I really thought the USSR forces would brush me aside, but they don't seem to have a clear strategy and I want to try and explot that. Unfortunately, as soon as my forces come in contact with the Russians, they are annihilated! My forces hardly scratch the Russian, and they slice right through mine. Finland joined the Axis. Turn 26 - July 6, 1941 Reinforcing and regrouping my frontline. The attack into Yugoslavia seems to be going well, manily because the Yugoslavians are attacking Romania. The Russians have wiped out my southern flank. Turn 27 - July 20, 1941 Same as last turn. The attack in Yugoslavia has stoped since I hardly hurt the Yougoslavian corps in Belgrade. The Russians performs more strange reorganizations. Turn 28 - Aug 3, 1941 I'm trying to just stabelize the front this turn. The Russians hits hard, taking out 1/3 of my forces. Romania has fallen. The Yugoslavians counter-attacks. Finalnd is hard pressed by a Russian tank group. Turn 29 - Aug 17, 1941 Full scale retreat, abandoning Baltic and Yugoslavia. Russian forces pursuits, continuing to inflict heavy losses on my forces. Turn 30 - Aug 31, 1941 Trying to build a good defence line along the Koningsberg - Warsaw line down to Hungary, but since the rest of the south is wide open, I fear this won't help much. The Russians are unstoppable, continuing to wade through my units. Turn 31 - Sep 21, 1941 Making a final stand in the east. No more retreating! Turn 32 - Oct 19, 1941 Rebuilding the Italian forces. My line is cracking but not broken yet. Koningsberg falls. Bulgaria falls. Turn 33 - Nov 16, 1941 Performs as much re-org as I can. Send forth the Italians again. Russians takes out my flanks, starting to surround my forces. Turn 34 - Dec 14, 1941 Took out 2 Russian tank groups that had gotten a little bit ahead of themselves. Total irrelevant of course, but good for morale. My "front" now consists of two groups. One around Berlin, and one between Warsaw and Budapest. The Russians continue to push, but sent the main bulk of their force after the units near Warsaw. Turn 35 - Feb 8, 1942 Build an Army in Berlin and retreats in the east, leaving on corps in Warsaw. Finland falls. Warsaw falls. One Russian tank group is surpriced by the army in Berlin, but still manages to reduce it to 5 hitpoints. Turn 36 - March 22, 1942 Re-groups in the south-east, trying to get some kind of line between Berlin and Budapest. USA prepares for war. Turn 37 - April 19, 1942 Reinforce and consolidate. Turn 38 - May 17, 1942 Same as last turn. If they hurry, the USA might even get some units accross before Berlin falls. Turn 39 - June 14, 1942 Tirana falls. Hungary falls. Turn 40 - June 28, 1942 My remaining forces are now between Berlin and Prague. Turn 41 - July 12, 1942 I'm about to loose Munich. I now have 6 corps and 1 army in Germany. Prauge falls. Frankfurt falls. Turn 42 - July 26, 1942 The end is near.... Russia liberates Low Contries. Munich falls. Turn 43 - Aug 9, 1942 About all I can do now is rebulding my army in Berlin. Berlin falls, Germany surrenders. US troops lands in Brest. Turn 44 - Aug 23, 1942 Oh dear! It seems the Italians continue to fight... Rome falls to the Russians on February 7, 1943. Axis surrender Mars 1943. Post script. Giving the AI a +2 experience bonus makes for a very though game! I tried unsuccessfully to keep the initiative, which I still believe is the only way to win. Alas, I obviously didn't play smart enough and the AI had little trouble dividing my forces and destroy them one by one. I played the same game afterwards using the same setup, but with a +1 to the AI experience. However, the russians got really lucky with their research and simply got a technological advantage too great for me to counter, so I gave up after slowly being pushed back from the Leningrad-Stalingrad line. I still think the AI+1 setting (and Russia random) is the most enjoyable setting when playing as the Axis, and I'll probably use that in my later games (and try to put more MPP into research). ------------------------------------------------- Well, that was that. A bit long, but I tried to keep it short and to the point. If you have any questions, I'd be happy to try to answer them. Hawk
  15. Not impressed. Hi mom! [ May 15, 2002, 05:10 AM: Message edited by: Hawk ]
  16. I'd love to help, but I'll be starting on Cocat II for CMMC2 soon, and I just know it'll take most of my spare time the next month or so! Hawk
  17. If you want to report it, you can do so here: Ebay Report Forms Hawk
  18. I WANT MY POINTS BACK! Just kidding, of course! :cool: However it is slightly ironic that the scores was adjusted because it was felt that the scenario was a little bit weighted in favor of the allied player, and that I who managed to win as German, is loosing points also. Chris' Panzers are now annihilating me in "Nothing fancy", so I could really have used my 86 points from the previous round. Oh well, I'll pin my hopes on doing a splendid performance in the third battle! Chaaaaarge! Hawk [ February 27, 2002, 12:41 PM: Message edited by: Hawk ]
  19. Yo, people! Might I suggest you move this discussion to the general forum? Hawk
  20. Below is a copy of my email to Stix: Most ancient societies had a ritual to celebrate the "coming of age", the moment when a boy became a man. Almost all of these rituals included some discomfort and pain, to better help the new "man" face the hardship of adulthood. Your mother has just sat a new level of standar on these tests, and yet, I think it speaks of her love for you, and the greate relationship the two of you obviously have. Happy birthday, mate! Be proud of your mom! Hawk
  21. Listing to port at a severe angle and full speed ahead? C'mon, don't keep us in the dark!
  22. Not me! I co-GM'ed that one using the "Command Decision 3" miniature rules. We had three players on each side and two GMs. Beleieve me, it was huge!
  23. SPOILER VARNING!!! Do NOT read if you are currently playing the "Give and Take" scenario in the Newbie GV tournament!!! | | | | | | | I have been asked to post an AAR from my battle with Walker in G&T, where I won 86 to 14 (as German). In case someone comes looking for hints, I'll keep everything as vague as possible. There isn't that much to tell, really. I went with the predefined setup. Walker attacked early the big house to the NW of the victory location (VL), where I had one squad. My squad killed one enemy team (i.e. half-squad) and 3 members from another (full) squad before succumbing to the inevitable. After that I didn't see my enemy for about 17 turns. I was thus able to bring forward and deploy nearly all of my reinforcements. I sent one platoon out on either flank to see if he was trying to flank me, but I didn't find anything. On turn 20 (IIRC) I saw signs of enenmy movement and the next turn he attacked in full. By that time, I had my entire force (- a couple of platoons that I kept in reserve) deployed in good positions around the VL. My units more or less annihilated his entire force, while sustaining light losses. Those of you that know the scenario will see that I have left out some elements. I have done so in order to give away as little info as possible, and besides, these elements also had little impact on the fighting. That's it, and that's that! Hawk
  24. :eek: :eek: 82! :eek: :eek: Wow, that's a good one. Yes, congrats!
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