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SMG42

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Everything posted by SMG42

  1. Hi all, A simple question: is the AI complying with the Fog of War rule?
  2. how the game play in pbem, is it sequential turn based or simultaneous? does the AI use paratroopers?
  3. Have you not played SC1 and you're asking for a complete rehashing of the supply rules? Regarding oversea supply, we have said everything that can be said on the subject. Supply is abstract and there are no convoys to manage or interdict. Operational supply of units is traced to a supply source, either a controlled city or port or HQ. To reduce unit supply, you have to reduce the supply source(s). </font>
  4. A question, do you know how AI generates/perceives a front, like the Russian front? Does it try to achieve a continuous line whatever the cost, etc.?
  5. Ah ok. But I'm not discussing MPP, and never discussed them I want to know how the reduction of operational supply used by military units is portrayed. I want to know what a sub or a Hudson can do against the ships bringing ammos & food to german units who have landed near London.
  6. mmmh, ok but what about subs or anti naval planes? They were the primary mean of disrupting a convoy route, as a convoy route is essentially ships, not harbor. SC2 has reversed the mechanism: to disrupt a convoy route, you don't target ships, because there is no convoy ships, but you disrupt either the port or the HQ on land, so you use big guns or planes vs ground targets.
  7. ok, so aside the hard coded rule around Malta, there is no possibilities of reducing the operational supply level of armies oversea? If I take again my example of German units in Ireland, what will be, and how will be, their supply state? Given by the harbor in Ireland I suppose, ie a very good one? I just wanted to be sure, I can live with that, I just prefer the way World at war elegantly handled supply, without being a complex game. Did I say that Grigsby put out a very elegant game? Where HoI is a clumsy elephant, WaW is a nimble springbok. For now I'm undecided about the kind of beast is SC2
  8. I don't know if its me, but this thread is difficult to follow. So in essence, supply routes (oversea) in SC2 must be scripted for a given scenario? Ok, so if Germany take Ireland, how they are considered supplied here? Can the english intercept the ferrying of supply from Germany main land? Or does it means that, as there is no scripted route, nothing can happen? I'm not very convinced for now. In fact SC2 is falling into the same design fault as HOI: they have implemented the Murmansk effect within the script engine, and not with sound game rules.
  9. This would be rather important. I can't really imagine a good WW2 game with no mecanisms simulating the interception of Italian convoys en route to Tripoli. It has nothing to do with complexity, just a focus on a good design (and I do think that SC2 has a good design). Take for example World at War. The mechanic is simple, but the design is sound... and the interception of supply convoy is portrayed (sp?) as you have to move supply points thru convoy units.
  10. How exactly U-boot war works in SC2? You have to put a U boot in a particular area, and if the ship live one turn, you deduct something from a pool? Can they hit the operationnal supplies, I mean the supply used by armies, delivered to harbors (Malta subs and planes hitting the Tripoli lane being a strikening example)
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