Jump to content

Iron Ranger

Members
  • Posts

    1,040
  • Joined

  • Last visited

Everything posted by Iron Ranger

  1. This is better, in a way, because in the previous versions with chits cancelling eachother out, you could invest 3 italian chits + 2 german ones (totalling 19%) and effectively block 5 uk chits (totalling 25%). It didnt work that way, but no matter as that 'style' of play is not gone two patchs ago. Aside from Tech and Diplo the game is really a simple math option. Combat has very little randomness in it and weather has been reduced in power to the point that no one makes plans around it. Chess would be the perfect non random game, I personally prefer some things outside the players control that are important. That said, I dont think the current system of chits ect are the best. We do need to improve it perhaps a few suggestions??
  2. Seams that way. I had a game with Bio where thier was never any mud in Russia till late 43. Game vs Hellraiser saw a turn two LC attach and clear weather for almost the entire winter of 39 for the axis.
  3. Yes when you pick sides on TPC game you will see a timer under the options. Adjust it to what you like. You bring up a good issue that I was going to post on as well. A) Who is using the timer? What is the time your setting it at. Through a few games now I have used it, it adds a sence of 'urgancy' to your moves. While the early game you never use up more then a few min. Once your into Russia, or USA is active both side are making alot of moves. I have found 15min to be a good number. Gives you enough time to view the board but in the latter rounds you can really mess around. You need to have your moves somewhat thought out. Options: Could the timer be adjusted so you can 'bank' your time from early moves? IE if you used only say 5 min of a 10 min times the extra 5 min go's into a bank that latter you can tap into?
  4. David, it comes down to a question of time. If you hvae the skill to last in a long game then rockets can be very usefull... IN THE RIGHT PLACE AND TIME. If your fighting for your life from the very start then no, rockets are a waste as you MMPs could be better used else where. There is a side issue here. Since both german AND russia now what very limited tech (750 each) you really need to wounder if its worth it to put chits in anything but the most desired tech.
  5. the two powers the can really use them (germany and russia) start with a free tech chit in that area. So in effect they are (give some time) at tech one from the begining. T1 = range of 2 right?
  6. No, and for Russia they can be very usefull. You just have to use them in the right place at the right time.
  7. I've actully seen the transfer not happen till the late spring of 42, this was some time ago however so a patch could have fixed this.
  8. Could we see some arrows in the Persing Gulf? From Iraq say to somewhere close to the USA. A 6 turn event perhaps?
  9. V1.04 Noticed this through 2 TPC games though some of it is carrying over from other games. Eningeers: Cant fortify the German/Russian border if units are in contact. The war has not started but these eningeers are not doing thier job in TPC. Russia (or germany) should be able to build forts untill the DOW happens. Transports: Yes I wrote on this before and here it is again. Ships are not doing enough damage to the two options of navy ground units. In fact I'm starting to think that even the Experance of the unit is given over to the Naval Ships so you do less damage with a BB, CV ect... In a present game a 10 st UK BB attacks a str 12 German Army in Amphib, I recived a 2-0 report and did the attack. And yes I did only 2 damage.... BS!!!!! Please fix this so controling the sea means something and putting 60K-120K in ships to go out and find the other side's navy is not a good tactic. All Surface Naval attacks against these units should be X2 what they are now. Siberian Transfer: Not a bug but I fear we will see more and more people avoiding the triggers for this event as time go's on. Please put in a drop dead date for the troops to arrive (if one is not IG now). Iraq: As UK I attacked Iraq and took the port city and Oil wells, but not the capital. I held all hex's in the country but this city however the convoy system never started and I didnt recive any MMPs from these resources. Seams a bug that Italy could take the oil wells and get the MPPs but UK can not unless the capital falls. Holding Kuiwat and not Bagdad should start the convoys I feel. Balance issue's: Still a few to work out but no surprise as people are pushing more and more outside the box of options. I wounder what the effect of making Warsaw a str 10 city would do? Poland had a strong army and national pride. More and more I'm seeing as SC1, the speed game of Belguim on turn 2 and a few gambits with games over quick because only high risk moves seam to work (or fail)... bla bla bal.. ranting. Enough
  10. yea damn tough to find. Basicly what I'm seeing (in TPC games) is when you get several hits on tech AND (?) Diplo your turn is sent but then you recive a Retrival Error. Now this could be bad luck, but I have seen this just too offen to write off. Hopefull others will post here if they have this happen, but I fear little in responce to this.
  11. I dont know how many times this has happened.... 10? You get multiply hits on tech 2-4, and after you send the turn you get retrival error. I rarely get this after I (or others) send a turn but it seams to always happen with multipal hits in tech and diplo.
  12. Dilpo still needs some tweaking. Combined the new system with the decress in Amphib range means the common Anti Sealion rule seams unneeded. Since sealion is easy to stop (right?) UK is now free to spend on Diplo as she wish's.... mainly on the US it seams. In the past that 'normal' time USA seamed to enter was summer of 42 (everyone was ignoring Scandinavia). While I dont have alot of games under my belt I'm looking at USA entering Summer of 41 now. Hell in my game with Bio USA entered the same turn I DOWed USSR.. early June. She was at 81% but the incress in % due to DOW pushed her to 100% that turn. Game with Bio: Std opening moves.. Denmark but not Norway falls DOW SPain.. took Gabralter winter 1940 UK puts chits in USA.. gets 3 hits (minor ones) by spring of 1940.. USA is at 81% Seams too high but ok, UK gets 3 hits. One abnormal DOW (Spain) + 10% from Axis control of the Rock (?). So she enter's early? Need to look at the balance on this. To top it off with all three allies powers active Turkey is getting bribied like hell. And there is no way to stop this (perhaps that good/historical)
  13. bump, well unless thier is some hidden group playing SC2 (Paz Liga?) The options on multiplayer just plain suck IE no one is around.
  14. Fall 43 East: North quiet. South, Rostov is encrircled then falls to the red army. All units around Voronezh are weak and the two sides pull back. In a last despreat attack the german para lands in Kuybyshev only to find a Red HQ there. The para dies the next turn as 4 weak corps rush back and destroy it out of supply (this I feel broke the axis back.. victroy will be allies in time). Operated units from the Battle of Voronezh as sent to empty citys and reinforced and teched up. Many are low tech now after so many rounds of combat. The Red army has been bleed white but so has the German.. time for the US to finish the job. Middle East: Weaknd HQ is sent to this area, rockets advance on Beriut with two corps and one air fleet Alantic / NA: Quiet West: US armys are reinforcing in the rear then attack and fall back. The main line is west of Paris, Ike is busy with 7-9 units to 'control' means heavy use of the assisted HQ feature is required. US breaks the line south of Paris and one army attacks a German air almost killing it. UK units are North of Paris and around it battling axis minor units. Norway has fallen and a minor naval battle is conducted. Two weak UK CN go down for one full str german CN. German offers peace and the allies take it. Good game that I wish we could have continued, but thats not the SC way. It was close in Russia, they are still very weak but I think the germans simply got bleed out in the end.
  15. Summer 43 East: German Northern Army group is sliping south to aid the Southern Armys facing the entire Red Army. Huge battles around Vornezh have left both side weak. Loss's are around 10 units+ for both sides. A corps slips out of the Fortress of Sevastapol to check on the mines to the north. No german units there... she must be low on troops. Middle East: Iran and Iraq are Allied. Rockets move slowly west. Alantic: Waves are Allied. North Africa: Nothing West: Ike lands in France. US holds a line running N-S just west of Paris. The US para units is destroyed by 2 german armored but they in turn are destroyed by AT 3 US armys. Heavy Air battles now over France with the Germanys reinforceing slowly (1-2 units every other turn). UK sends off the Home Gaurd with plans to land in Norway. Diplo: Spain and Sweden around 60% but have 5 chits each from Allies. Norway 25% axis... most others near 0% Tech: IW 3 everywhere HT 3 by germany and ussr Mobility 2 everywhere LG air 2-3 by most (not reds) Rockets 5 Russia AT 2-3 everywhere
  16. Ok, no play by play. Was too close to slip away and see where units attacked from and retreated. Spring 43 East: A full German Army group is overruning Russian Citys. Vologda, Gorky have fallen and the USSR has little left to stop any other moves east. Mother Russia will have to take care of herself as all units are needed south. Battle of Voronezh begins with 4 armored units and several infentry (only one 5 str air as spoter). Opening rounds is a draw. All 4 USSR armor are destroyed but 2 German armor killed and alot of his units are weakend to 3-6 str. Middle East: USSR units push into Syira and Iran. Rockets start moving through the MTs (Tech5/2) North Africa: All but one US corps is pulled out. Several Naval units left weak but near the 'Rock'. Just in case Italy rebuilds her navy (its down to 1-2 units maz) Balkins: Youslovia has joined the allies. One corps destroyed by german armor in Hungery. The other two dig in and reinforce. Alantic: Allies rule the waves West: US units have landed in France. Opening battles has the US lose Bradley but one German Armor and Corps are cut off from Paris (Vichy still Neutral). US para lands next to the solo german air in france and knocks it down to str 2. Most importantly, Bordeaux has no german unit on it now.
  17. Ok, long time since I played but continuing this game. Update below; All I remember from my overall plan was USSR was playing with rockers. Update: East: Gemany is pushing deap in the North with little resistance (Moscow has fallen and the 2 citys east of it). Roscov has just fallen to an advanced german group. The overall experance on the germans is huge. Perhaps too much at this point. Balkins: Yougoslova has just Couped. A small german group is there ready for them. Middle East: Iraq is Russian, Algeria has a few units from both sides fighting. All the rest is Axis Alantic: Allies rules the waves West: USA has just landed in Normandy.
  18. No tank group for the poles, they are meat. You could give france lets say, Anti Tank L1. To show they had tank support in thier infantry units. But I'm not sure this would work out the best.
  19. In the long term this was one of the most profound and longer lasting social consequences of the whole war for Britain. This is because it mixed up children with the adults of other classes. Wow, great post that that alone is a eye opener.
  20. Destroyers would provide a minor (1) defesive value to transports. Heavy naval units would still blow unarmored (they a high attack value) transports out of the water. I do not think subs should have a extreamly high attack (6 is barly over midrange) due to how slow they were in WW2. Subs we slower underwater then most 'fast transports' and barely faster above... depending on the weather.
×
×
  • Create New...