Jump to content

Big Dog

Members
  • Posts

    55
  • Joined

  • Last visited

About Big Dog

  • Birthday 08/05/1954

Converted

  • Location
    Mandeville, Louisiana
  • Interests
    Military history, serious historical simulations
  • Occupation
    Attorney

Big Dog's Achievements

Member

Member (2/3)

0

Reputation

  1. Thank you. I assumed the tutorial instructions were a little more detailed to let me know how best to move, etc. I guess I need to brush up on my high school Russian. Das vidanya.
  2. Okay, I want to ask the first stupid question. I am playing the tutorial. I keep getting oral instructions in Russian, with the English version appearing in print. Is there any way to change the spoken language to English?
  3. Perhaps an answer might be to limit the distance (or time) a unit can be in an amphibious transport. I am not aware of the longest distance covered by an invasion force in the Pacific, but I doubt they started in California and saled all the way to Iwo Jima. I recall one of Eisnhower's concern for delaying the Normandy invasion was the length of time the troops were aboard their ships, and this was a matter of days. If invasions could only occur over a short distance, all of the islands would gain in importance becasue you would need one to invade the next. Perhaps an Amrican unit would have to transport to New Caledonia before getting on an amphibious transport to invade Guadalcanal. I also like the idea of a lend-lease convoy (as in SC 1) that could be interdicted. However, I would like to see such interdiction be able to occur by air and other capital ships. I love seeing the MPP convoy from British held Singapore travel right through the straits between Malaya and Sumatra, and through two Japanese Battleship groups. But put a submarine there and you have something. If air and ships could interdict, especially a lend-lease route, the islands would also gain in importance.
  4. Why can't the game provide both scenarios, a what-if for play balance and a historical version?
  5. Doesn't the manual tell you where to garrison? "Be aware that there are event scripts to encourage Japan to keep garrison forces in Manchukuo or else USSR's Activation Level may increase, so keep a unit in each of the following: Harbin, Kiamusze, Manchouli, Tsitsihar and Yenki. Any other Japanese units in Manchukuo can be moved to take part in operations elsewhere." This is on page 89 of my electronic copy of the manual.
  6. I do not know how many troops you have in 1942 in Burma, but I need everyone on the front to hold the line. Infiltration is one thing. If a partisan unit appeared, that would be one thing. Moving whole air groups miles behind enemy lines is another. And, yes, I think it was a stupid move for the AI. It cost the Japanese two air groups and only kept two corps away from the front for four turns (rain kept my air from flying). However, it is a jarring departure from what is otherwise a very good game. I realize that it may be impossibe to code this to prevent this one instance, as I have not seen it occur elsewhere.
  7. I have noticed that I can lose a unit, have it appear in the units screen with an asterisk, but not be able to rebuild it because of the hard limits. Is this intended, that some units could be destroyed and not rebuilt? This particularly happened with the British (India) armor. I never built any so the only armor that appeared was script driven. However, when destroyed I could not rebuild because the game would not let me build any British armor.
  8. I've played a couple of Operation Z games as the Allies against the computer and both times witnessed Japanese airbases appearing behind my lines in Burma. Both times Rangoon fell to the Japanese, awarding them Burma, but my lines still held in Burma, generally along the road to China. Apparently all unoccupied villages in Burma become Japanese at that point, even those behind my lines. Suddenly I am surprised by two air units based behind my lines in Myitkyina! Those sneaky Japanese just operated through my lines. While I understand that the program has all unoocupied towns change allegience upon the fall of a capital, it just seems odd that this means your rear areas can be occupied by operational movement. I guess land units do not do this since there is no connecting passage. However, this does not stop air units. Boy, those are some gutsy airmen to operate in with no land units.
  9. Hubert: As always, I am amazed by your prompt attention to any issues and your continued devlopment of this game. Your involvment is obviously a labor of love. Doug
  10. Hubert: I just thought it was superior German AI binoculars. Doug
  11. Hubert: Yes, it is Fall Weiss and it is unmodified other than setting the difficulty to intermediate. And, yes, spotting and strike ranges are 4/5. Incidentally, when I ran it a fourth time, it again attacked the French tank. That makes four for four. Doug
  12. Hubert: Always play with FoW. WaW 1.03. Difficulty Intermediate. Experience Bonus +0. I just tried 3 tests. German plane attacked French tank all three times. Doug
  13. I have had the tank attacked a number of times, not everytime, but at least equal if not more times than any other unit. Doug
  14. This it the key question. Will the original TOW allow building entry if we purchase this add on?
  15. I have read alot about the Russians not defending up front. Most of the more experienced players seem to suggest that the Russians simply place their initial defense line back and give up the Western cities. I am curious. I understand that the proponents of this strategy do not even put up a screening force. What line do you initially defend? Leningrad, Moscow, Karkov? Do you place any units at all in the forward cities such as Minsk, Riga, Odessa, Kiev or Smolensk? What slows the Germans? Simple movement? The time it takes to rebuild the captured cities for supply purposes? Given the longer time it takes to build fortifications, are any able to be built before the Germans arrive? I look forward to your responses.
×
×
  • Create New...