Templer_12
Posts: 1700
Joined: 1/5/2009 From: Germany Status: offline
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quote:
ORIGINAL: Numdydar I decided to give the game a try again with the new 1.02 patch. I have to say, that the game feel much more polished. I am truely estatic about the new ranges of aircraft in the game. Much better . The only minor gripe I have about the AC is that they should be able to attack AND return to base in the same turn. Matter of fact I would say they they HAVE to return to an AF or be destroyed. Basicly there should only be one point of ammo. So I am hopeful that this could be addressed in a future patch. I started the GC and went 3-4 scenerios in so far. I really do not like the deployment system. As an historical game, your troops should be where they historically like the way things are set up in the first few scenerios. Or at least have an option where you can have a freeform setup or a historical one. Kind of ruins the imerssion for me. The other glaring issue for me is the suppy rules. I had a Russin armored division in both the first and second scenerios run through the German lines and head deep into German territory. All by itself I might add. In both cases I sent troops to track the divison down. After a few turns of cat and mouse (why is FoW on hexes that I own behind my lines anyway? Somehow I think SOMEONE would have let the OKH know where a Russian armor division was . I mean after all the hexes behind my line are not really empty, they are full of support/supply/etc. units so someone should be able to let me know where an entire division is) I find the damn thing. So I think it MUST be out of fuel by now after all the moving around, but no . It still has 3/4s of it fuel stores???? So we have a Russian armored division that have been moving around for days a 100 clicks away from from the front yet still has 3/4s of it's fuel? Even if the unit does not move to a different hex at all it should still use fuel. So there are still these, what I consider major, issues with the game. 1. Any hex that A German/Russian unit passes through SHOULD ALWAYS be visable to the owners side. Maybe even in the hexes aroud it too. There should be no way a Russian (or German) unit at this game scale be running around behind the opposing line without knowing where it is. We are talking about divisions not commando squads. 2. If a unit DOES run off behind the front lines then there should be some pentility for doing this. Maybe treat them as if there were units surrounding them even it there are none actually next to it. Or even better actually require units to trace a supply path to the map edge/major city/etc. before allowing refits. Also it SHOULD be a LOT harder for a frigging division to slip between units to even do this to start with. Of course in the 2nd scenerio when this happened, I did leave a big enough gap for the division to go through. I just did not expect an entire division to commit suicide like that. It was definately NOT something a human player would have done so it is my fault for over estimating the AI in the game lol. But I still should have know where it was rather than have to send AC and units to find the damn thing to kill it. 3. Why are there ANY Russian aircraft in the begining scenerios? Very ahistorical if you ask me. Also why is the Ruminian owned AC limited with their range? They are flying the same AC as the Germans yet they can only move a few hexes versus the Germans can fly anywhere. Did the Germans put governors on the plane's engines when they gave them to the Ruminians? Do not get me worg, Matrix HAS improved the game. So I am pretty sure it will continue to improve as time goes on. @ Numdydar, give us a break now on this! Your "major" issues with the game are probably decisions that have defined for the sake of playability by the developers. Germany at War: Barbarossa 1941 has been designed from the beginning as a beer and pretzels game, and not as historically accurate as possible simulation such as : Command Ops or WitE. Germany at War: Barbarossa 1941 is a game with easy access for people have a "half hour" time and want to check out a bit there strategic / tactical / operational skills. And even to study a manual that is thick as a phone book. Now in addition a quote by Erik : quote:
ORIGINAL: Erik Rutins Have you already read the developer's notes here: http://www.matrixgames.com/forums/tm.asp?m=3370923 I think for anyone who plays and enjoys Panzer Corps, this release should be an easy decision. If you would enjoy another Panzer Corps release, you will enjoy this one. They are different games, each with their own strengths, but I think it would be almost a 100% guarantee given the gameplay that if you enjoy one you'll enjoy the other. I see GAW as a somewhat more historical take on the Panzer General style of gaming. A bit less puzzle oriented and a bit less "what if" with real named units and maps at a consistent scale, along with a large campaign that allows you to choose the course of Operation Barbarossa. Regards, - Erik Numdydar 1. Any hex that A German/Russian unit passes through SHOULD ALWAYS be visable to the owners side. Maybe even in the hexes aroud it too. There should be no way a Russian (or German) unit at this game scale be running around behind the opposing line without knowing where it is. We are talking about divisions not commando squads. No, not at all! The fact that the fog of war arises again and again keep the player unsure if there are still hide enemy units . That way you 'll always faced with the question of whether you leave units to guard your objects or not. We are talking of a beer and pretzel game – not of a historical simulation! Numdydar 2. If a unit DOES run off behind the front lines then there should be some pentility for doing this. Maybe treat them as if there were units surrounding them even it there are none actually next to it. Or even better actually require units to trace a supply path to the map edge/major city/etc. before allowing refits. Also it SHOULD be a LOT harder for a frigging division to slip between units to even do this to start with. Same here, I don’t think it’s absolutely necessary. Let the designers decide. They made a good job so far. Numdydar 3. Why are there ANY Russian aircraft in the begining scenerios? Very ahistorical if you ask me. Also why is the Ruminian owned AC limited with their range? They are flying the same AC as the Germans yet they can only move a few hexes versus the Germans can fly anywhere. Did the Germans put governors on the plane's engines when they gave them to the Ruminians? Why? Because some of the designers decision are made to increase the games fun. Again, Germany at War: Barbarossa 1941 is a beer and pretzel game - no historical simulation! Chess is considered by many as a war game. Now I'm complaining about the fact that towers themselves can’t move. How unrealistic! A Ford is a great car, and who wants to pimp it for any reasons – go for it! Make it visually look more to your taste, make it a little more powerful. But you can’t make a Indy car out of your Ford - this does not work! Germany at War: Barbarossa 1941 is beer and pretzels – and a damm good one! I 'm sure the developer developed his game. But certainly nothing in the direction as you pretend here. You have not understood the reason for the game existence.
< Message edited by Templer -- 12/14/2013 10:09:39 PM >
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