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Scook

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Posts posted by Scook

  1. It works well, if you get the tech hits. Put 5 chits in long range aircraft and only having LR 1 in August of '42 will slow this idea down. If you get the tech hits, it can work. However, give me a year with the USSR at 100% production and few losses, and the German may regret that decision....

    Oh, is this SC2 or WaW? Rail lines (or lack of) in the Muddle East in WaW make this a slower developing plan than in SC2.

    Nevermind, I see it's WaW on reread. If the USSR does not suspect something is up when you arent pushing him hard, shame on him for not having any troops on the Turkish border.

  2. Originally posted by SeaMonkey:

    Not sure what campaign you're playing, but FW starts with both UK and USA at level 1.

    UK amphibs travel at 6 tiles, USA at 7. The explanation could be that USA starts at a higher base level, 0 being 6 tiles for them, or it could be that for every jump in research level the USA acquires additional two tiles.

    Me thinks it is the former.

    See, ......that wasn't so hard.

    I do believe it's the latter........
  3. The only real mistake you made (imo) is let the Allies dictate the battleground before 1943 (late 42ish). Invasion Norway by Britain did hurt entry, but you followed his lead. Two of my favorites to do if Britain needs Norway:

    1) Sealion is on baby!

    or

    2) I will spend 150 or 300 MPP on 1 or 2 chits for USSR to really try to drop her money to nothing, and build as much as I can and go no later than July '41.

    You can do the British "Taffy Pull", go for Gibralter, Africa, and Home Island, but I have not seen that give me decisive enough victory to warrant it in WaW.

  4. Hubert!

    Pretty much anything you make I will buy, for some very simple reason:

    1) Immensely playable games!

    2) AI is not an afterthought. Sure, it is AI, but if you were my dad, I would tell other kids, "My dad's AI can beat up your dad's AI!"

    3) Beautiful head to head action. Even if the games are weighted one way more than the other, you are not too far from balance, and major changes don't need to be made.

    So, bring on your post World War II, Cold War, nuclear bomb era games!

  5. There are 27 alternating turns a year, so one side gets 14, the other 13, then swap it next year. The game is roughly (39 scenario, the standard) 204 turns, 102 per side. It is very easy with the editor to have both sides have a turn on the same date, which essentially doubles the game length (and money).

    Yes, there is no stacking, and the game is designed to play that way. An anti tank is fairly vunlnerable to infantry, depending on the experience of units, HQ support, supply, etc. The only real way to keep something safe is behind the lines, and out of air range. I think this plays well in this game.

    Mods: go check out the mods available at www.cmmods.com

    Tons of gaming goodness here, you should get your money's worth unless you can't stand the system.

  6. I will agree with you on that, MajorRH. Having 3-5 slot for user defined units for modding would be exceptional. If it could be done so they dont show up on the unit build list would be outstanding.

    SC2 (and WaW, for the most part) is one of the most balanced games I have played and comes down to each indiviual's choices, so I would like to see the base game remain as is. Give modders the ablity to build the proverbial better mousetrap, no downside in that.

  7. I am leaning towards Minty's opinion on too many little units (as per Terif) to gum up the works. I can make a case for the AA and the artillery, but AT guns on this scale don't work too well. I like them, but not the right scale unless you are doing a scenario.

    Artillery can become a killer. They can fire on both player's turns that experience gain comes quickly. Level 2 artillery 15 strength are quite powerful. Multiply that by the number of artillery on the map, you get the picture. What rockets were in SC2, artillery is in WaW, albeit a range of 2.

  8. @ibukovec

    Think of a ratio, not a +/- for tank vs. AT. So, level 5 tank/level 1 AT = 5:1, 5/3 = 1.666. I do agree it does seem a bit high for tank losses vs corps in SC2, but it seems right on in WaW. I don't see any differences in the formulas, but maybe 2 strikes gives the tanks a bit more xp so they don't take quite the loss.

    @voncasey

    a) The new units in WaW make no difference in taking Malta.

    B) There are no rail lines in Malta to the mainland. The corps has to take a ship 1st. Remember, planes op move whereever they want if that's what you are thinking about with the corp.

    c)You only can take Malta if its vacant, so you have to bomb whatever is there out of existence for invasion. It would make sense to leave a corps there, as replacements are cheaper. You can put whatever you want there, but bomber replacements get pricey.

    d) Later in the game, if you have time to worry about a small pile of dirt in the Mediterranean Sea, then your oppenent is not doing his job. Some air is useful, but see JJR as to the real way to knock out Malta.

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