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CharonJr

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  1. Hi, the AI still seems a bit weak when it comes to assaulting buildings. About 40 of my troops were pinned down by a loney soldier in a building, but instead of using grenades to blow him out of it they were happily shooting their rifles. When I manually ordered one soldier to use a grenade I think I learned why. He happily ran after his grenade instead of staying put and blew himself to pieces Has anybody else seen this or is there any way to make my troops use their grenades to get enemies out of buildings by themself (preferably without killing themself in the process) ? CharonJr
  2. Hi, I have had no problem with the demo as well (1900x1200), but agree with some other things that have been said, mainly: - infantry guns seem to accurate at long range - ammo supplies would be nice - tank AI seems to be improved - I hope that there will be less/no puzzle solving with TOW2 In addition it seems like in order to give the AI an edge we are still seeing battles where the AI has a vastly superior number of units - but with a bit of luck it will be more balanced than TOW. And for my taste the range looks a bit too close still, but there might be other scenarios. Mainly I am still undecided here, but will surely follow the forums after the release. CharonJr
  3. Hehe, yup, Sorge was a spy FOR Russia, but he was a German CharonJr
  4. IIRC he got intel (from a German spy if my memory serves me right) that the Japanese did not intend to attack the SU. CharonJr
  5. Hiya, great work on those improvements. Played yesterday on +100%, +1.0XP. Ended the game in August 1942 (after taking Moscow; UK/London was taken during an earlier Sealion). Took Denmark/Poland on turn 2, LC on turn 3, France in April 40 - but the tank in Paris was a nice touch Concerning your questions: 1) Yes, Russia was tougher due to the better teched units. Sadly it threw this advantage away by attacking my – equally teched - entrenched units behind the river to ex-Poland (SU joined the Allies before I was ready for Barbarossa – was just getting some units back from England). 2) Since the game ended in 1942 there was no D-Day. 3) I took Alexandria fairly easy, mainly since I have been able to defeat the British fleet in the Med and used 3 AF in addition to 1 tank, 2 German and 2 Italian armies. The US did attack Vichy-France with 2 corps in spring ’42 (declared war on the turn they landed), but was easily beaten back. IMO the remaining problems can largely be attributed to the “core-AI”. Not getting Spain to join the Axis till England was out of the game was nice. CharonJr PS: IIRC it was the Polish flag that flew over Monte Cassino after the white flag was taken down.
  6. Hmm, yup, that would explain it, but then page 148 of the manual should be changed. It says "There is a 40% chance per turn that USSR transfers Siberian troops AFTER Janauary 6, 1942." Thx for the replies CharonJr
  7. Hello, in my last MP game I had the Siberian troops arriving in August 1941, but unless I read the script wrong they should not appear before Jan 1942. Is this a bug, or am I reading the script wrong ? Prevented me from a cheap/gamey victory since as I hoped there was an early DDay from the UK, most likely leaving London not guarded as well as it should be CharonJr
  8. IIRC the German's (afterwards) thought they could have taken it out with artillery. Essentially they have overestimated the strength of the Maginot, thats why they evaded it. I think there was something about the Maginot not being up to the new artillery, but still build with WW1 specs in mind. But I could be wrong there. CharonJr
  9. Well, HoI2 is the better single player game IMO, too, but I don't even want to start to think about what a nightmare a MP HoI2 game has to be So each game has its niche IMO. CharonJr [ May 06, 2006, 12:58 PM: Message edited by: CharonJr ]
  10. Hmm, I am not sure how much of this is German propaganda, but IIRC I read somewhere (or maybe it has been a documentary about the Maginot ?) when the German's examined the Maginot after they took France they were fairly surprised that it wouldnt have been as hard as they thought to make a frontal assault on it. CharonJr
  11. Hehe, do the Yogoslaws get Tito as an HQ ? Never saw that, but I like it if this is the case CharonJr
  12. In our current TCP/IP game Axisgeneral managed to deal out some serious punishment during the mud turns with his French troops. Depending on your positioning France can bring to bear 4-5 units vs. 1 attacker. Lost an army and even a tank unit (which forced him to leave Paris with his own tanks, but I think I would have done the same - being able to bag a tank unit is too good to miss even if Paris will be taken 1 turn earlier). But I have to admit that he was only able to do this due to me miscalculating movement costs CharonJr
  13. Winter should be better since you can put more units in position to directly attack Brussels faster (2 direct attacks + 1 across river in mud on turn1 if the Belgium corps is between Brussels and Essen vs. 3-4 direct attacks with the riverattack most likely not being needed). CharonJr
  14. It depends on where the Belgium corps gets deployed. If it is between Brussel and Essen (worst place for the axis IMO) I doubt you can take Belgium with 3 or even 4 units in 1 turn. Most likely 2 (or even more) turns are needed and the French will maul the 3rd attacker which is right at their border with 3 attacks each turn. CharonJr
  15. "The percentages might be wrong, but order should be right. -------------------------------------------------------------------------------- To be sure, just check the Manual. " Hard to look in the manual while at the office Well, at least without even further misusing my employers ressources... But the numbers were right... CharonJr
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