ComradeP
Posts: 7192
Joined: 9/17/2009 Status: offline
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My first replies were a bit grumpy, I was looking forward so much to playing the game that I got frustrated by the by itself minor issues with a big impact. Apologies. quote:
Well look at that! It says decisive victory! I didn't overrun the West Germans early - I just had a good plan. After 4:26 hours of scenario time I had the Germans reduced to 30% and captured over 60% of the objectives. Play better. Move faster. I very much disagree that this scenario encourages poor play. I find it almost insulting... Keep in mind that the AI's plans are randomized each time as far as I know. What I meant with that it encourages poor play is that the player is encouraged to make a flanking move to get to the objectives in the rear, instead of removing the enemy's capability to resist as quickly as possible. In my case, the AI's units were mostly at the first river line and were simply overrun. The "move faster" you mention is actually what crippled my chances of a decisive victory: the majority of the AI's forces were gone when my forces were barely halfway across the map. If I had wanted to win a decisive victory, I would've needed to outflank the AI's positions in one part of the map, and would have to take several hours to move to the objectives in the rear instead of destroying the enemy as quickly as possible. In those instances, I would've needed to game the system in a way instead of going for the most efficient outcome. That's what I'm trying to say: if you play well and move fast, you're not likely to get to the western or eastern parts of the map in a scenario where the AI has most of its units on "your" half of the map or around the center. You need time to move across the map, and that time might not be available if you can destroy most of the enemy forces early. - highlandcharge: maybe it was also due to the type of infantry squad? I haven't encountered recon infantry that I could identify as such (the Soviets and West Germans use vehicles instead of mixed vehicle/infantry units) and it happened for regular infantry squads. In terms of casualty causing potential, it seems that it's mostly the (M)MG element that somehow takes out my vehicles. In the Piep Piper, a single Soviet MG element destroyed 3 dug-in Marders at 3 hex range, and another one destroyed a Leopard A1A1 also at 3 hex range, which arguably has poor armour but should still be able to take ~12.7mm rounds. They could be a chain of random rolls with poor results, but it's becoming a lengthy chain, particularly for the MG units. There's also another part of the issue: the player can't control the targeting priorities of his units as far as I'm aware, and when a one or two element unit is next to my stack of tanks, the tanks will continue to fire at that unit instead of other targets. I'm not entirely sure how the firing system works in practice, if the blue and red lines happen at the same time as far as the game's concerned or in the order in which they're displayed. When the small infantry element units are near my tanks, they no longer get the first shot in engagements with enemy armour because their attention has moved to the closest unit. They seem to be attacking other targets much less frequently in any case, presumably as there's only an X amount of times a unit may fire. MG's no longer being good anti-armour weapons and targeting priorities favouring stronger targets would remove some of the extremes I'm seeing. Again, it's quite possible it's just a problem on my end.
< Message edited by ComradeP -- 2/23/2014 10:15:08 AM >
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SSG tester WitE Alpha tester Panzer Corps Beta tester Unity of Command scenario designer
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