Honch Posted November 20, 2007 Share Posted November 20, 2007 I have decided to use the regular Fall Weiss map as the starting point for my Expanded Mod. (As I did for SC2) The A3R Mod has no roads or railways and while I like the scale it would be too much work to add those back. I will be adding a select few columns and rows to expand the map in certain areas such as Britain, Germany and the Med but it is still basically an army scale map. Therfore, my question is this: I personally don't beleive that Special Forces, AT and Artillery are realistic units to have at this scale. I will change Special Forces to Militia/Garrison and Artillery to Atomic Bomb. I will probably leave AT out altogether. I will keep the AA and Rockets just for fun. Is this fair? Any other suggestions? Link to comment Share on other sites More sharing options...
Retributar Posted November 21, 2007 Share Posted November 21, 2007 Well...your intention's sound fine!, 'but' as for myself, i prefer to have included what is going to make a "difference", or what can be "useful", rather than just including something "just for fun!". Link to comment Share on other sites More sharing options...
PanzerMike Posted November 21, 2007 Share Posted November 21, 2007 I really like the A3R map a lot better though :-( But I can understand if you deem it too much work. On the other hand, you can do railroads only, much like the Battle in Russia map. That should save you some time. Roads are not really necessary I think, but only a nice extra. Link to comment Share on other sites More sharing options...
Tread Head Posted November 22, 2007 Share Posted November 22, 2007 I'd be interested in that MOD... Link to comment Share on other sites More sharing options...
Stormbringer Posted November 24, 2007 Share Posted November 24, 2007 I understand you opposition to Special Forces but it seems to me that you should be able to create some kind of more powerful infantry unit. Could you make it possible to research experienced infantry? Each chit gained equals a level of experience and the corresponding increase in strength? Perhaps called "infantry training" or something? I would have no idea if this was possible, just a thought. Link to comment Share on other sites More sharing options...
ChrisND Posted November 24, 2007 Share Posted November 24, 2007 Hey Honch, just fair warning, you will run into problems with the a-bomb and the garrisons. The garrisons will still have the amphib ability, and the a-bomb would still have defensive artillery capabilities. Link to comment Share on other sites More sharing options...
Gorgin Posted November 24, 2007 Share Posted November 24, 2007 I don't think that the A-Bomb is an idea that will work very well in this game, Link to comment Share on other sites More sharing options...
Retributar Posted November 24, 2007 Share Posted November 24, 2007 Even Though The "A-Bomb" was developed in WW2,... in actual reality, the U.S. only had enough Uranium for the 'Nagasake' & 'Hiroshima' Bomb's!, after that...as far as i know... they were 'kaput!!!'. So,...to be realistic, 'A-Bombs' should be a slim to non occurrance!. Link to comment Share on other sites More sharing options...
Konigs Posted November 24, 2007 Share Posted November 24, 2007 Correct Retributar, I read a book once that say we would have had to wait almost 6 months to makemore bombs. Link to comment Share on other sites More sharing options...
Honch Posted November 25, 2007 Author Share Posted November 25, 2007 Good points... I have decided to change Rockets to A-Bomb and make them only available to the US, and very few of them. It worked well in my old MOD. Garrisons will be very limited in all respects, no tank attack, one action point etc. so if you want to amphib them, fine, but they are almost useless except for defense against partisans and poor infantry. They can be upgraded though. AT and Special Forces will not be available. Engineers, paratroops and AA WIll be available. Still hard at work..... Question: Do the Special Forces units have any special abilities? I may use that unit for some kind of alternative infantry unit such as marine or soemthing. Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted November 26, 2007 Share Posted November 26, 2007 Only thing SF can do which is special is embark onto a ship while on a coastline devoid of ports. Link to comment Share on other sites More sharing options...
Honch Posted November 26, 2007 Author Share Posted November 26, 2007 Perfect Rockets -> A-Bomb Special Forces -> Marines AT -> Militia/Garrison Everything else as is. Link to comment Share on other sites More sharing options...
shogie Posted November 27, 2007 Share Posted November 27, 2007 I have really enjoyed your previous mods and look forward to the next. I am still getting to know WaW and don't know that I agree that artillery be left out. I believe that it killed more folks in WWII than any other weapon type. Keep up the good work. Link to comment Share on other sites More sharing options...
Sarge Saunders Posted November 27, 2007 Share Posted November 27, 2007 Special forces have de-entrenchment 2 as do artillery. Without these, the WaW feels much more like regular SC2. I personally don't like taking these out. Though I would like to have garrison troops. I'd even go for a few free SS corps for garrison if it meant keeping Spec Forces. $0.02 Link to comment Share on other sites More sharing options...
Stormbringer Posted November 27, 2007 Share Posted November 27, 2007 It is the de-entrenchment value that I like most about the Special Forces but the ability to amphib from any coastal space is interesting also. Those special abilities give a much wider range of possibilities. I would appreciate it if you left them in, calling them Marines sounds like a good idea. Sarge Saunders opinion could not possibly be worth the $0.02 price tag he placed on it, even if he was correct. Link to comment Share on other sites More sharing options...
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