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scale & unit size - 11/28/2007 12:28:02 PM   
m5000.2006


Posts: 168
Joined: 11/10/2006
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hi,

considering buying this game, but have a few questions first

it says it's an operational game, but you also get research and production options. does it mean that you command corps or armies (not something that i particularly like)? is the game engine good for commanding divisions and are there any division scenarios included? what about regiments or companies?

what level are most scenarios included in this game? - army, corps, division, or smaller (regiments)? are there any regiment or company scenarios at all?


also - basically, what are the main differences between advanced tactics and e.g. commander - europe at war, which is strategic in scope if i'm not mistaken

thanks



< Message edited by m5000.2006 -- 11/28/2007 12:51:56 PM >


_____________________________

"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don't much care where –" said Alice.
"Then it doesn't matter which way you go," said the Cat.
LC
Post #: 1
RE: scale & unit size - 11/28/2007 2:02:59 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
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You decide the scope. And the range. Subformations are what ever you want them to be.

For movement and turn you can establish your own parameters, changing movement to suit what you feel is the size of the map.

Out of the box the base movement in open terrain is 2 hexes for foot, about 5 to 7 hexes for mobile, 10 for air ( changing with advanced technology) and 5 for naval.

A random map can be 100 by 100 and an edited map can be as big as 200 by 200. Production centers rein in size from village, town, city, Capitol and major Capitol. Though random games will never give you Major Capitols. Forget the production of a village ( never use them) but a town is 2000, a city is 5000, a Capitol is 10000 and a major Capitol is 25000. There are other types of production sites but not out of the box in the random games. Have to use the edit function for them.

Hope that helps.

(in reply to m5000.2006)
Post #: 2
RE: scale & unit size - 11/28/2007 2:32:40 PM   
m5000.2006


Posts: 168
Joined: 11/10/2006
Status: offline

quote:

ORIGINAL: Twotribes

You decide the scope. And the range. Subformations are what ever you want them to be.

For movement and turn you can establish your own parameters, changing movement to suit what you feel is the size of the map.

Out of the box the base movement in open terrain is 2 hexes for foot, about 5 to 7 hexes for mobile, 10 for air ( changing with advanced technology) and 5 for naval.

A random map can be 100 by 100 and an edited map can be as big as 200 by 200. Production centers rein in size from village, town, city, Capitol and major Capitol. Though random games will never give you Major Capitols. Forget the production of a village ( never use them) but a town is 2000, a city is 5000, a Capitol is 10000 and a major Capitol is 25000. There are other types of production sites but not out of the box in the random games. Have to use the edit function for them.

Hope that helps.



sounds flexible

_____________________________

"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don't much care where –" said Alice.
"Then it doesn't matter which way you go," said the Cat.
LC

(in reply to Twotribes)
Post #: 3
RE: scale & unit size - 11/28/2007 3:20:30 PM   
Barthheart


Posts: 3194
Joined: 7/20/2004
From: Nepean, Ontario
Status: offline

quote:

ORIGINAL: m5000.2006

...
also - basically, what are the main differences between advanced tactics and e.g. commander - europe at war, which is strategic in scope if i'm not mistaken

thanks




I'll tackle this part as I own both.

CEAW is grand strategic level only, where AT can have scenarios that can go down to low leve operational. In fact AT can go down in scale as far as possible until you get into line of sight combat. Those are the main differences.

To me, CEAW is a fin beer and pretzels WWII grand strategy. AT can be a beer and pretzels game - the random maps are Empire style explore and conquer game - and an operations level game and strategy game and a grand strategy game. AT is as easy to play as CEAW but AT has a lot more depth and flexibility.

To me, AT is closer to TOAWIII than CEAW. I have TOAWIII, and it previous versions as well and I have already played and enjoyed AT as much as all of them.


Hope that helps.


_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

(in reply to m5000.2006)
Post #: 4
RE: scale & unit size - 11/28/2007 3:29:16 PM   
Max 86


Posts: 699
Joined: 11/6/2007
Status: offline
Your cities produce up to 4 things at a time, broken down on a scale of 1-100%.  You could, for example have one city produe 1 heavy tank, supply, staff for HQs and Rifle.

Name of the random games is expand and take as many cities as possible. Historical scenarios are tailored accordingly. After controlling several cities you could be producing any number of units to MGs to Medium Tanks to Tac Bmbs, naval, etc..

Production from cities must be channeled into your HQs, assigned at your discretion. Once units are in the HQ "container" you can form units based on whatever scale you wish keeping in mind the unit's weight and stacking values. Overstacking brings on combat penalties.

I could go on forever but have to go to work....darn it!

(in reply to Barthheart)
Post #: 5
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