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Tony Reale

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Posts posted by Tony Reale

  1. I haven't been reading this forum very much lately. SC has lost it's luster for me. Is anything being said about SC 2 from Hubert?

    SC is/was a very good "Game", but too gamey after awhile. I was looking forward to an SC 2 with more of an "historical" look and more depth.

  2. I have the AI on normal no experience for the computer. I've played both sides against the AI. Result? The computer side always gains experience quicker and loses less when you re-build.

    I've been playing games ( board and computer ) for close to 30 years. I'm by no means an expert player, but I've been around and I've been wrong.

    Regardless of how the game plays out, it is very addictive.

  3. QUOTE]That makes two of us. My father was in the 110th Regiment, 2nd Bn., "Easy" Co. He was with the 28th from shortly after D-day, and was captured during the Bulge. Hence the nickname.

    My father was in the 109th Regiment,3rd BN,Anti-tank Co. He was in the 28th when it shipped to England. He was blown out of a house in the Hurtgen Forest. After getting out of the hospital and going to the Repple Depot, he finished the War with the Combat Engineers in the 3rd Army.

    Dad is 81 years old and still could put on his uniform and fight if he had to. Feisty old goat that he is.

  4. Originally posted by desertfox5768:

    Why is it my level 2 jetfighters in England ROUTINELY get BUTCHERED by attacking AND inferior German planes? This is pissing me off more than a little bit.

    This happens quite a lot. I think that the computer cheats. I'm not sure what happens with a human player on both sides.
  5. Originally posted by Carl Von Mannerheim:

    Why do you build up an Italian carrier fleet? It seems like a waste. I mainly use the italians as defense troops. However i use them to take egypt and greece. The rest of the war they are my anti partisan forces. HQ's are vital for the waps. Without them they are completely worthless.

    Use their navy early to clear the med. Then, build armies and Hq's.

    CvM

    If you are going to pick on us Italians, at pronounce it right. It's WOP, not waps. It stands for With Out Papers.

    :D

  6. Of course, there may still be some players down in southern Florida who didn't get a chance to vote on this yet, or their votes got miscounted, or they couldn't understand what was being suggested in the first place, or whatever. :eek: [/QB]

  7. Originally posted by Jollyguy:

    More game play observations:

    1) Weather influenced all theatres in WW II, but only played a decisive role in one: Russia. There simply has to be supply and attack and defense factors involved in the Russian front. As it is now, a winter turn is still just a turn, in which a good Axis player still gets to bull his way east.

    2) The game is extremely unbalanced in favor of the Axis. All he has to do is buy enough research chits, move them around as advances reach 4 or 5, and the game is a foregone conclusion by 1943. I mean I know Albert Speer was an industrial genius, but as the game plays now, the Germans player swamps the Allies, rather than the other way around. The Russians are simply punching bags against level five tanks and jets and industrial production.

    3) The U.S. is insignificant in the outcome. 180 MPPs doesn't cut it. By late 1942 or 1943 a good Axis player can easily afford to start to seed the Western Front with units, while he mops up in the East, negating the American contribution to the war.

    4) Touching the east side of the map shouldn't eliminate Causcus production. We have partisans popping up, Causcus strategic hexes getting razed to the ground even if cut off, Russians who fought valiantly against a hated invader, and the entire southern portion of Russia just rolls over because one supplied German corps touches the east end of the map?

    5) Sub war is seldom a factor. Enough said.

    Some suggestions:

    1) Research should be harder to come by, and not just switched around at will. Maybe have several pools; Naval, land, air. I don't think a great naval architect could do much with jets, or vice versa. Once research is committed to one the three disciplines, they can only move around within that pool, or be switched at a reducte cost.

    2) Increase Amercan MPP's each turn. Also start them with more research chits. Same for Russia. They fielded a great tank in the T-34, but it has little chance against level 5 German armor.

    3) Cutting off the Caucus should be rewarded to the German player, but something like 1/4 or 1/3 reduced Russian MPPs would seem more realistic, not -100%

    4) The subs in the 39 game are gone in a few turns if the Brits so choose. They should be harder to find and harder to attack.

    My main complaint, though, is the research weights the game totally in favor of the Axis, with little recourse by the Allies. The outcome should be a nail biter, edge-of-the-seat. As it plays now, a good German player will not only prevail 9 or 10 times of ten, but absolutely pulverize the Allies by 1943.

    Don't get me wrong, I LOVE the game. My suggestions are only meant to improve an already GREAT product.

    Bob

    Amen to all of the above
  8. If you were to "simulate" WW II, all nations would compete with their "Historical" capabilities.

    This is "not" a simulation. It is a game. Nothing wrong with that. I enjoy it, even within it's un-historical parameters.

  9. The thing that you have to realise is that this is in no way a simulation of WW II. It is a game. Fun to play, but very un-realistic.( Italy wiping out the Royal Navy.Italy building 15 point infantry units, American jets being destroyed by German Fighters.And the absence af American Industrial output.) It is after all a fun game to play. Take it for what it is.

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