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StefMan

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Everything posted by StefMan

  1. In early 1943 British and American Forces took North Africa. In Summer 1943 they sucessfully launched a well orchestrated invasion in Sicily and a British corps took Hamburg by surprise. Yet, just one turn earlier Sverdlovsk had fallen and the USSR had surrendered. I think the aggressive Eastern Poland / Baltic States strategy is a viable option. Russia will not be ready for war in early 1940 and Leningrad, Kiev, Minsk, Smolensk and Moscow should fall quickly. The US will not join much earlier and the UK doesn't have enough ressources early on to become a serious threat. Against a human opponent however this is quite risky. If Axis is delayed in France or Russia things can get ugly. Also Axis will most likely not invest alot in diplomacy and research and neglect other theaters (Scandinavia, North Africa). I think the decision events really enriched the game by adding another interesting strategy.
  2. Right now it's spring 1942 and the U.S. have just joined a couple of turns ago after Germany had declared war (by event). The U.K. has taken the italian possessions in North Africa. Irak became british by an event. Iran went to the russkies by event. In the west all is quiet, except for some fighter attacks on cities in northern France. Things are looking good in the east. Stalingrad has been taken just recently and the southern oil fields are cut off from Sverdlovsk. [ May 28, 2008, 06:11 AM: Message edited by: StefMan ]
  3. Has anyone tried to ignore the Ribbentrop - Molotov Pact and then to take the Baltic States? This provides a great inititial position to invade the USSR. In my game against the AI, Moscow fell at the end of 1940. Now, in summer of 1941, I fended of the siberian troops, took Charkov and I am currently advancing on Stalingrad. I pretty much ignored diplo, research and North Africa in order to purchase HQ's and troops. The goal of course is to take russia as quickly as possible out of the war. If they are out in 1942 the Western Allies should be a piece of cake.
  4. Gotta agree with diced tomato. I really enjoyed the prewar part of HOI2 but as soon as the war started I lost my feel for the game. To many units, to much micromanagment. Nothing beats a true turn based classic such as the general series, SC or SC2. Maybe one day it will all come together: grand strategic decisions, research and diplomacy, specific unit types and abilities, specific leader abilities and promotions etc. Maybe SC3 will be THE perfect game.
  5. Tangier and the tiles around it belong to Spain. So if you want to land troops there you have to DOW Spain.
  6. Check out these links: Ladder Games Panzerliga Have Fun! If you would like to we could start a game as well. ny33pe@web.de [ June 25, 2006, 06:05 AM: Message edited by: StefMan ]
  7. Another point regarding fortifications: It doesn`t really make sense to me that a unit in a fortress starts out with an entrenchment of zero. It should make a difference wether you are sitting on open ground or behind thick concrete walls. Units should start with an entrenchment of two or three as soon as they enter a fortified tile and then gain one level of entrenchment per turn afterwards.
  8. Does this patch work with the german version or only with an elicensed game?
  9. Unfortunately, I can. Just experienced the same error. I hope this issue can be adressed quickly. I really want to get my hands on a decent axis campaign!
  10. The Panzerliga has already started a "wild league". Panzerliga Though there are right now only a few games finished some more are on their way. Regular league will start July 1st. sincerely yours "StephanieMan"
  11. Seems like Hubert forgot to include two additional ressources in SC2: will and faith . Of course these ressources: would be only available to the US allow for strenght upgrades up to 20 as well as for an immediate conversion to tech levels and an increase of the max tech levels One more thing. Let's all thank the CANADIANS for bringing us this great game.
  12. I don't really like the idea of making differences by country. The amphibious capabilities of US/UK were the product of a costly development throughout the war and not given per se. Imagine german and russian tanks having a permanent bonus of +1 all the time. Both allied and axis player should have the option to develop techs equally. The best solution would be (as mentioned by several people before) an amphibious tech. The US could even start out with level 1 amphip. tech or with 2 tech chits already invested in that area. But please don't say that Germany or Russia could not have developed comparable amphib. capabilities. As Blashy stated before, this game is about having the option to chose between different strategies. If Germany wants to develop amphipious capabilities let them do so. Maybe then their tanks or industrial tech will not be as good. [ April 25, 2006, 11:40 AM: Message edited by: StefMan ]
  13. Will there be ONE patch for both german and english versions or SEPERATE patches for the localized versions? If it is going to be one patch for all versions, is there any chance to fix the "cd issue"?
  14. In your case you're probably right. But if you had received the game at the earliest possible delivery date (around 10th of April in Germany) I'd say two weeks of play ist worth 10 Euros. I had ordered one copy full price for my personal use a.s.a.p. and another copy at reduced price that I've just received today to get a local friend to join me h2h. Btw a question regarding the german version: Will it be patched to run without the cd in the drive? I thought I read somewhere that SC2 wouldn't require the cd to play (just as SC1).
  15. Some thoughts on pros and cons for Sealion (presuming you have taken egypt): Pros: 1. 700+ plunder 2. RN out of the game => Axis will probably dominate Atlantic and Med 3. No base of operations for US in European Theatre => US has to ship troops directly via amphibious transport to target => expensive and dangerous (see 2.), especially since units sunk at sea cannot be repurchased at reduced costs 4. Probably easy possession of Malta and Gibraltar => improved supply around Med for Axis, low supply around med for allies 5. Turkey (45 – 55%) and Spain (30 – 40%) go way up for Axis! Cons: 1. Expensive and time consuming => amphibious transport of 5 - 8 units costs a lot! So it better work. 2. Increased war readiness of US und Russia 3. Units may get stuck on that island! => if british partisans disrupt the ports you may have a hard time getting your units of that island in time to fight Russia / US 4. No income, not easy to defend => the partisans will very likely keep city and port efficiency low throughout the game thus limiting income and unit readiness => retaking GB may become a priority for the US 5. Additional units needed for GB => with regard to 4. Axis may have to use more than just three corps for the defence of GB (possibly a HQ and an AF for spotting) 6. No second try, if Sealion fails you’re dead meat Overall - No real economic payoff + But great strategic benefits (control of the seas) + And new diplomatic options (Turkey!) Sealion definitely is a promising option but does carry considerable risks. Proper timing is a must. I will work on some “Go’s” and “No Go’s” and try to come up with some counter measures. Of top of my head this might include bringing US amphibious transports to the english coast and holding back the RN.
  16. Brilliant. Really like that idea. Great work John DiFool. Of course it is nice if you get lucky in a game and get tech advances while your opponent invests just as much and keeps lagging behind - but the same thing really sucks when you are the one who has 5 chits invested and keeps lurking around level 1 or 2. Keeping standard deviation within a reasonable range is just fair. Still some chances to get lucky be no more frustrating research droughts.
  17. I even heard of some guys using SC at school to present some of the strategic decisions to be made during WWII
  18. @xwormwood: I took your post as a good enough reason to take a first look at the editor. I must say I am more than happy. Within 10 minutes of starting the editor I had created my first "mod"! Just type in "attack" at the help window. Read wich tab you need to find to change attack values. Do 5 minutes worth of stupid clicking - and there you go. No excuses for anybody to complain about this kind of stuff anymore. Just open the editor and change what you don't like! :cool: If you would like to I can mail you the changed campaign file. But believe me if I can do this everybody can.
  19. Yeah, we really are a greedy bunch. So when will it be released? When is the demo coming out? What is the shipping date? And I always thought being a game designer would be a great job.
  20. New scenanrio: "SC2 Release" No changes except: Germany: Industrial Tech +1 Production Tech +1 Let's see how quick mail delivery is. I may have to add: Infrastructure +1
  21. Good point. The real strengths of SC2 will mainly show in the course of a full campaign (diplomacy, build queue etc.). The great achievement that I am hoping for - to break the cookie cutter and allow for more flexible strategies and many different courses of action - will only play out in a full game. Whereas the point that has drawn most criticism so far (tiles and perspective) is quite obvious for everybody to see in the demo. So therefore people may have seen what for some is a major weakness in the game but the great many positives will only play out in the full game.
  22. Ok, this makes sense. I have only seen AI units with 7 experience slots.
  23. I have noticed that some units have 7 experience slots with two of them being slightly apart of the other five. First I thougt this would only apply to units in cities and would represent experience collected by AA improvements in cities. But there are also units ouside of cities that have 7 experience slots. What does this mean? And can AA improvemts actually gain experience?
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