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steel32

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Everything posted by steel32

  1. Al, Can you put it on Battlefront repository or somewhere else. The site it is on is blocked where I live.
  2. Is it possible to play different game levels such as 1.01 and 1.02? If so how?
  3. Looking for a game as either axis or allies for world at war. Have new patch 1.01 PM me or email at steelman3250@hotmail.com
  4. Good idea for so many units could receive so much supply in a certain area or HQ's that could supply.
  5. Crispy I agree on 2 anti-tank units but did not want to propose so much. The reality the Germans supplied the Fins tanks and more, and Finland was more than the Russians wanted to give at the time to conquer.
  6. Generally in 41 the line is next to Leningrad which is fine. In front of Moscow a few hexes back. All southern industrial in German hand, sometimes Sevastopol. Basically close to realistic 41'. To be honest need to play further to tell if soviet tanks are too early or not as most HvsH games have ended here for one reason or another. However I do note that there is no tank loss' for the germans usually and they are in good position for a 42' attack. Perhaps also my Russian attack in winter needs to be more fierce and pierce lines as much as possible to reel them back. However from experience this tells me from all I have gathered that Soviet tank arrival is fine if a relentless German attack is done in 41'. I will give more information once a game goes further.
  7. Against computer I have no problem and defeat 43 or 44. However Human I find my same strategy does not work near as well. 1. Try to get as much out of the 1st turn onslaught as possible. Operate out where possible. 2. Get behind rivers Velkaya (as Divina seems suicide against a rapid advancing German), all along the Dnieper from Nikoloyev to Vitebsk. 3. Try to keep divisions/garrisons in woods/hills in front to road block. 4. Keep an army if at all possible in cities along the way to road block, if not able to really entrench then a division. 5. Counter at the rivers if at all possible. 6. Then book out once breached again leaving road blocks. 7. Fall back in north with as many units in woods/swamps to delay the advance on Leningrad as 41' it is vulnerable. 8. Fall back on central cities and again entrench await. 9. Fall back on Melitpol to Kharhov with a full line. 10. Attack Finland trying to hold Viipuri in 41' which is mostly possible. 11. Look for counters to isolate German spearheads once they approach the industrial base areas in central. 12. Pray for rain, mud, and snow.
  8. I also feel a little let down but understand it is business. Just hope the same quality and support for old and new games continue. I am sure though I will at least by SC3 when it comes out and judge from their on as every SC is in my collection.
  9. Al from limited experience in human to human play so far it seems the tanks are needed ASAP for the soviets. Most games the German panzer forces are intact after the winter unlike history and by spring are up to full strength with more mechanized corp to go along. Not having Russian tanks sooner can have a detrimental effect on the soviets long-term. A typical game might find the German advance near the same as history however with less of a recoil once the soviets do in fact start there main push back. Reason being is Germans most likely will not make the same mistakes losing 25% of their army in one battle.
  10. Good point Wodin as all the old SC games some of us still go back to every game so often as it would be a shame if there were no more upgrades. Not negative on Slitherine as I have bought a few but the only ones I come back to our the current SC games for some reason. It's either Hubert or Gary Grisgby that keeps myself coming back for more but nervous on this move.
  11. Personally I like a good game if it is a good game a playable over and over which all Strategic Command games are despite if it is hex or tile or whatever and whatever Hubert is involved in have been some of the best war games made. Despite some wanting continuous front lines the reality of WWII was it was a non-fluid war for the most part. Only at times was the front made fluid and continuous front lines moved around. This is what the war should represent. It depends on someone's play style along with how a game is geared towards a situation and how people react to situations given allowing for a continuous front if those situations favor it however not always.
  12. Hello Cantona66, It appears for some reason the localization file shows each country as another? Look below. Thanks for follow-up. Steel #UK= UK #FRANCE= France #USA= USA #USSR= USSR #CHINA= Finland #GERMANY= Germany #ITALY= Italy #JAPAN= Romania #NEUTRAL= Neutral #ARGENTINA= Albania #AUSTRALIA= Algeria #BALTIC_STATES= Austria #BENELUX= Belgium #BRAZIL= Bulgaria #BRUNEI= Germany. #BULGARIA= Neutral #BURMA= Czechoslovakia #CANADA= Denmark #CHILE= Egypt #COLOMBIA= Estonia #DENMARK= Japan #DUTCH_EAST_INDIES= Greece #FRENCH_EQUATORIAL_AFRICA= Hungary #EGYPT= Iceland #FINLAND= Iraq #NANJING= Ireland #GREECE= Free Poland #HUNGARY= Latvia #HONG_KONG= Slovakia #ICELAND= Lithuania #INDOCHINA= Kingdom of Italy #IRAQ= Morocco #IRELAND= Netherlands #ABYSSINIA= Norway #MANCHURIA= Palestine #MONGOLIA= Iran #ALGERIA= Poland #MEXICO= Portugal #NEW_ZEALAND= Free Armenia #NORWAY= Spain #PERSIA= Saudi Arabia #PERU= Province of Ljubljana #POLAND= Sweden #POLYNESIA= Switzerland #PORTUGAL= Syria #RHODESIA= Tunisia #ROMANIA= Turkey #PHILIPPINES= Vichy France #MALAYA= Yugoslavia #SOLOMONS= Lebanon #SOUTH_AFRICA= Reichskommiseriat Ukraine #SPAIN= Reichskommiseriat Ostland #SUDAN= Reichskommiseriat Kaukasus #SWEDEN= Montenegro #SWITZERLAND= Italian Africa #SYRIA= Transjordan #THAILAND= Free France #TIBET= Croatia #TUNISIA= Italian Social Republic #TURKEY= Free Greece #VENEZUELA= Luxembourg #VICHY_FRANCE= Free Norway #WEST_AFRICA= Free Belgium #INDIA= Free Netherlands #YUGOSLAVIA= Free Czechoslovakia
  13. If converted will you be able to change the flag issues with all countries. Or do I have something messed up on my end. Especially Romania/Finland
  14. Played 2 games with one as axis and one as allies albeit not to the end in HvsH and noticed that it is hard to take and if taken hold Viipuri as the Fins. If Finland can not hold Viipuri the long-term prospects are certain that they will fall in 42 or 43. Russian bombers/fighters in the early stage have nothing better to do than stay in this area and with the help of the navy can continue to beat the Fins back and come 42' with heavy tanks there is nothing really they can do. Also would be nice to have this front enlarged slightly to allow units to move north of Lake Saimaa (not sure if this is correct) to allow more movement. Another help for later in the war would be perhaps an anti-tank. What's everyone else's opinion on Finland in AOC?
  15. I would have to go with B as this seems to even things out for the Soviets giving them a chance to regroup, attack, push the Germans slightly back and at the same time allow the Germans to not lose too much and if planned right still have a 42' offensive.
  16. Not sure if by design or glitch but this war you are capable of moving through the straits around Singapore if not owned by your side, unlike previous version. One other issue I see as a changer for China is that if you take almost your entire land army as Japan and march around the mountains straight to south and attack Nanning, then Kweilin, Changsa, you can easily flank the Chinese. Perhaps a little more of movement of Chinese AI to attack in this area before Japanese are in strength could affect this. Once the fortifications are flanked, cities taken, fortifications are useless. Kweiyang can also be easily taken with a special force, and corp through the mountains as the Chinese will only defend with a garrison.
  17. To emphasize how much you can bring to the 1st attack on Nov. 26. Current game I am at that stage and have 17 special forces, 3 corp, 2 armies, 2 div all on amphibious boats waiting to invade various locations. There are in support 8 heavy carriers and 3 light carriers. You can do this even against a human opponent if air is somewhat skipped (I have purchased 1 fighter, 1 strategic bomber this game), and do not heavily go into all aspects of research in the beginning, along with minimalizing China purchases. In this AI game though I am already attacking Kunming, Sian and the entire south under Japan's flag. So I do think there is a balance issue at times with Japan, but this is also maximizing all MPP's that you can is a key to this game, not wasting anything.
  18. No need to take all the ports in Phillipines, just normally Manilla but sometimes by the #'s calculated for surrender Phillipines will hold out one extra turn. Need to launch in stages as MPP is available. I usually start around June/July from Taiwan, Japan, and July, August from other islands to maximize MPP usage and not transport to a near island then amphibious launch. My opening move with Gold and Democracy is virtually the same and that is taking Wake, Guam, Johnston, New Guinea (which maybe takes 2 turns but make sure to take Port Morseby, Lae, Wewak), Phillipines, DEI, Malaya, Hong Kong, Solomons, Rabaul, Nauru ( which will cause Tarawa, Ellice islands to surrender) both the samosa, Fiji. In effect quickly neutralizing any early advance from the US. This allows the Japanese to do what they wanted to in real life and that is wait for the US to come to them on their turns. Then next turn or 2 take New Hebrides, New Caledonia, followed by New Zealand truly makes life hard for the Americans. I would agree that both versions there seems to be a balance issue with the Japanese (if aggressive, well planned and MPP not wasted in the Chinese campaign) able to neutralize any future US island hopping. Japan in both versions can then consolidate the islands, and complete the conquest of 1st Burma, India, then China and then focus either on Russia or the US. In this campaign Abukede is going straight for the jugular and that is Pearl which can be dangerous as they are not build up yet and have not conquered all yet but at the same time Pearl is right now vulnerable and the US can do nothing about it, yet! Curious on the supply issue too as they all seem to be at 3 no matter what once conquered. Also noticed when Pearl is conquered it also goes to 3. Could this not be 8 if there are docks and perhaps the Japanese might make these workable over time to further their conquests and a good reason to immediately conquer as perhaps the Japanese should of done in the real war?
  19. Hello Hubert, I played some hotseat today and noticed you are correct on 1, 2 mentioned above. For some reason all these years I have misunderstood this decision 100. Thanks for your patience, Steel32
  20. Hello Hubert 1. This is the no portion of Decision 100 for UK when they vote no on recognizing Vichy France. 2. This is Decision 604 for Germany when Brest is in their hands they have the chance to rebuild the Strausbourg Decision events. Steel 32
  21. To start with I love this game like all the others and will continue to play over and over despite some flaws as SC is one of the best war games out there and good for repeat play. However some things to point out. Some scripts that do not seem to work in my games so far: 1. Do not receive the 3 battleships if owning Algiers, Casablanca if as Germany I go with Vichy or no Vichy. 2. Do not receive the battleship in Brest if owned by Germany before French surrender. 3. Polynesia does not seem to offer the free unit as in Gold, at least in my 2 allied games. I did purchase the Polynesian unit as I do in Gold to get an extra unit in the pacific but never affected the Gold version where this free unit was still received. 4. Japanese do not go after New Guinea or Rabaul in this version. Suggestions 1. 3 games so far as the axis and Italy in 2 of them surrendered before even being invaded and the other right when invaded as it was already at 0 when England went in late 42'. Seems they need turned up a notch. I noticed even when playing them and taking Africa as the axis they even then go down to 50 from the loss' they occur in battle. 2. If Italy surrenders perhaps some free German units should at least appear in the northern cities from Rome up to offer a more challenge as all of Italy can be landed in right after surrender throwing the game off completely. However my latest game I decided to give the germans some time and yet did amphibious to make it some what fun at least vs the computer. At least against the computer some free units with a HQ could be given. 3. France invasion also seems to be too easy once landed as Germans do not have much to move in if they are fighting to the death with the Russians. At least against the computer some free units with a HQ could be given. 4. Japanese carriers bomb Chinese units regardless of carrier strength and Chinese units/entrench they are bombing causing unneeded loss' to the Japanese carriers. Carriers really should only be used to bomb units once entrenchment is down otherwise are virtually useless and cause hits to carrier fleets that are not needed. 5. Fighters continuously bomb units and cities for loss' and again is a loss' for the AI as they take far more loss' then my units that they bomb. 6. Japanese fleet in gold and now democracy never seem to put up a fight for the outer islands which is a shame as it takes away from the fun, and really is the most important. Once US has islands and air units in place the rest is really history. 7. Relentless Japanese land attacks against entrenchment and with units with low morale really seems to be too aggressive causing way more loss to themselves then the Chinese. 8. Be nice if the AI would garrison most islands and put up a fight for the islands as again once a shore the US can then move in air support and the rest are much easier. 9. Perhaps as mentioned before the Caribbean and other German islands if not occupied should be automatically switched over to the US once they are in the war. 10. Peru has always been a sore for me as it does not seem to do the Axis any good and at the same time wastes a lot of US resources to not take it back as the allies never have vs. me in either version but continue to bomb and park a sub outside of it.
  22. Not sure where this actually matters. Like a few have written it would of been possible for tanks to be given to the Chinese if the political will was somewhat different. As is they are useless against the Japanese as you will not anytime soon be getting anywhere near 5 tech as it is needed elsewhere and money very short for the Chinese. Against the computer it is good to have as many units as they can as they still get beat in 43' in my games. Against a human I see no way that someone would invest in them to make any real use of them. The Chinese did have various tanks and armored cars purchased and given during and before the war from the Russians, Brits, and Americans but never in large quantities. Neither did the Japanese but they are able to build up to level 5 in this game with 3 tank corp if they so desire. Again about possibilities if pursued which I have no problem with the Japanese either if they go this route.
  23. I am happy to contribute more to better for the future. Best to wait if people want a discount. Be cheaper come this Christmas. That is if you can wait. The game is well worth the price from what I have seen today. However can understand confusion at times.
  24. Tried to be one of the 1st purchasing at 12:50 AM China time. As always download issues and woke up with nothing. Not to be deterred at it as often the case downloading here. Just done re-downloading and I am so excited I have taken off the rest of the afternoon. Thanks all for another terrific addition and another problem with doing my job as I am now distracted by another release:)
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