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Blashy

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Everything posted by Blashy

  1. There is a big difference, reducing a city means you are hitting resources which are often not very well protected. Cities are to some extent a representation of an industrial sector. Hitting units is more difficult because they are for the most part mobile or well protected (or both) and require much better accuracy since a unit on a tile does not mean they are all bunched up together. It is allot easier to hit some big buildings than it is troops and cause extensive damage. BTW, you can still damage troops although they are no longer laser beams like in SC2. I think you'll find a few things interesting about them, two specific things I know you'll go gaga for.
  2. They have a more realistic function. In terms of leveling cities they can do this much better.
  3. No this game I wanted to test heavily the new AA units. Normal Dude can fill you in on if they are doing significant damage. I am testing a heavy sub strategy vs. the AI. You don't beta test to win, you beta test to see if everything works good . [ August 21, 2007, 06:27 AM: Message edited by: Blashy ]
  4. Bingo! As for our game, I kill a Corps and 1 Army next to Rostov. He takes Ankara and starts to march towards Istanbul.
  5. Germans abandon Ankara and set up shop in Istanbul. One russian Army is destroyed north of Moscow. Apart from that the Axis are preparing for bloody defense of the heartland.
  6. Still have a whole year left and all that cash from Italy. Did he leave German troops in the two northern cities? If not and the Allies put units there they are within striking range of Germany. Germany can now only achieve a minor victory. Very intense battle.
  7. You have played more total games vs. Terif alone than all your other games combined. You like to get a beating? .
  8. Not really fight longer but since it has a small chance of evading damage it can sometimes last longer or require more units to kill. Either way it is a distraction to the enemy if they do evade damage.
  9. No so because units with lower strength have reduced morale and readiness and this affects their combat values. Only a unit with 10 strength can get 100% readiness and morale.
  10. Hehe, I like your optimism Targul but unfortunately when the Soviet Winter hit it cost me a full turn of production and half of the next one. When Soviet winter hit Germany in WW2 they still had money to keep producing units and research, they did not need to use ALL of and more for soviet winter effects. I am not going to go into details of what we were working on as it is all beta testing and NDA. I do not want to spoil the surprise for future players. Be assured I will do my best to make it as bloody as possible.
  11. It would would require coding to make units available at 20 strength. In terms of what the editor can do: You can increase all defensive values of armies by tripling it and doubling it for ALL countries that have 1 CTV defensive values. (some are still at 1). You can reduce the offensive CTVs equal to corps. And keep them at 1 less action point. Keep them at the same price. But this changes armies into a defensive only unit. Since as we have it now countries can build tons of armies and do so because they can be used defensively/offensively. To compensate you could simply divide by 50% the number of Armies one can build. You then take that removed 50% divided by 3 and increase by that number the maximum corps one can build, rounded up. Ex: Russia can build 14 corps and 18 Armies. 18 divided by 2 is 9 armies so Russia can now only build 9 armies. The 9 left are again divided by 3, which is 3, you add that to their maximum corps and they now can build 17 Corps. Divide by 3 because one Army represents 3 Corps (hence the tripling of all defensive CTVs from 1 to 3) Germany: 20 Corps, 14 Armies to 22 Corps, 7 Armies USA: 4 Corps, 6 Armies to 6 Corps, 2 Armies Italy: 5 Corps, 5 Armies to 7 Corps, 2 armies UK: 10 Corps, 5 Armies to 12 Corps, 2 armies. Do I prefer they could be reduced in Half allowable builds, give them the save CTVs as a Corps, 1 less action point and give them 20 points to start with at 200mpps? Yes, but as I said it would require more code. Very good post "ev" .
  12. The planned retreat is under way and the Russian advance gets hit by a counter attack. I kill 2 L4 tanks, 1 army and bring 1 corps and anti tank unit to 4 strength each. It will be a bloody victory for Russia.
  13. The Axis players did not get hit with a soviet winter like I did and never will (beta testing stuff). But they will get hit with the very new and innovative way soviet winter functions which was an ingenious design on Hubert's part. The game rocks! I can not see how this is an expansion pack, too much new goodies for that . [ August 17, 2007, 02:26 PM: Message edited by: Blashy ]
  14. Well that is as far as I go. I have to start pulling back. The game was lost when the soviet winter hit me but I wanted to know how far I could push. I doubt I can last until 1944.
  15. I kill an army in Voronezh and bring a corps down to 1. I mass my troops around Ankara in Turkey. I am at the gates of archangel hoping to cut off convoys.
  16. He retreated from Volgoda and Gorky letting me enter without firing a shot. I temporarily took Voronezh. My paratrooper drop on the city should die on his turn. In Turkey I still hold the city east of the capital but that should not last long as he is maneuvering his forces to take it.
  17. I'm in retreat mode in Turkey considering all the UK forces seem to be in that area, hehe. I lost a Tank and a Bomber with another tank brought down to 1 strength. In Russia I should take Volgoda next turn and I am at the gates of Gorky and Voronezh the last one will cost me some units for sure.
  18. I`m moving back towards Ankara in Turkey. In Russia I took Moscow after the Russians abandoned the capital. About to lose an Italian Army transport at sea, tried to see if I could sneak it through. Figured it was most likely being blocked.
  19. I probably have pushed as far as I can in Turkey. In Russia I kill a unit next to Moscow, bomb Moscow and heavily damage one anti tank unit next to Moscow.
  20. Iran joins the Allies. I hit a fighter on the last Turkish city almost killing it. My Navy is slowly dying as anticipated but they did succeed in their planned duty. But he only sunk ONE cruiser not two, . The soviet winter was harsh on my troops .
  21. Leningrad is taken and the two units east of it are in fortifications but are not cut off from supply by a Finnish corps so they will need a rescue mission or risk being lost permanently. A lose a cruiser north of Tobruk and I manage to sink a UK cruiser during my turn. Siberian troops transfered the previous turn. No other action.
  22. A UK corps is permanently destroyed in Turkey, I cut it off the turn before and since USSR is not a cooperative ally it could not get supply. I took Odessa, he brought the sevastopol corps and opened up the rails connecting the Caucasus and then operated a troop on Odessa which was killed. I killed the last cruiser in the Black Sea and killed a UK Battleship just over Tobruk. Although I expect my navy in that area to be decimated. Leningrad still holds due to snow falling and preventing air power to be used. Army was brought down to 4.
  23. So we can finally continue this AAR. We had to stop until we received a beta update. Rostov unit is killed but city is not taken, although he can not operate a troop on it, except for a possible transport from Sevastopol, we'll see what Normal Dude chooses to do, but the city will fall next turn . Sivas, city east of Turkish capital is taken by destroying the unit on it and landing a paratrooper in the city. The last Turkish city is bombed to 0 and so is Syria (might not be at 0). I brought 3 Italian BBs and one German cruiser in the Black Sea to take out the two Russian cruisers, one is sunk the other at strength 5. His cruiser in the Baltic is sunk. Bad weather prevents the taking of Leningrad.
  24. MJY, you can no longer operate in Africa as you stated. Because we now use rail lines and since allot of that area had no rails, you will not find them in WaW. As for Russia, each city represents major areas, so having a rail connected to them is ok, but some of them can be easily cut off as they only have one or two rails. Some good strategic bombing or use of rockets are needed to do so. You can not operate a unit if it is not a rail tile, roads only permit unhindered movement in any kind of weather but no operating. Basically it opens up the possibility for more tactics in a strategic game. You will love it.
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