1st impressions (Full Version)

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cato13 -> 1st impressions (11/5/2007 2:25:31 PM)

well i dived in and purchased AT last night. 1st impression was how basic the game looks, followed by how poor the tutorials are. a big reason why i bought this was that AT is supposed to be a big less hardcore that TOAOW which i also own. i findind this game just as hardcore and hard to get into as TOAOW. i was hopin for smaller scenarios with less units or at a push dday but all the ww2 ones are full theatre jobs which i find overwhelming.

i guess im gonna have to wait untill some skilled scenario designers start crankin out more material




tgb -> RE: 1st impressions (11/5/2007 2:53:20 PM)

Or you could start with a two player random map. Or one of the non-WWII scenarios. 2nd Civil War (I think that's the name) starts you with one city and no units.




Erik Rutins -> RE: 1st impressions (11/5/2007 3:20:24 PM)

Tonedog,

Forget the tutorial, just read the manual and you'll know how to play. It's not a complex game to play, but there's a lot of complexity if you start to analyze the system. That's not necessary for play, though it will help for scenario design and competitive play.

The training scenarios are meant for simple small games. Also, the built in random scenario generator lets you fight an infinite number of random small battles, no scenario designer required. Play around with it, I think you'll be impressed.




EricSilver_MatrixForum -> RE: 1st impressions (11/5/2007 3:28:50 PM)

I am not a fan of monster maps with lots of units on it, but I've found a wwii scenario that is a very good starter for me, it's called North Africa, I am enjoying it a lot playing as the axis, you don't have to worry about production, you just keep receiving your units as turns goes by.




jeggett -> RE: 1st impressions (11/5/2007 3:42:30 PM)

quote:

I've found a wwii scenario that is a very good starter for me, it's called North Africa, I am enjoying it a lot playing as the axis, you don't have to worry about production, you just keep receiving your units as turns goes by.


Yes, its a good one to start with, I've done the same. Once I get the hang of the basics here I'll start on the larger scenarios.

Looking forward to barbarossa... hope the AI can put up a good fight as Soviet[:)]




cato13 -> RE: 1st impressions (11/5/2007 3:57:03 PM)

yeah im givin the manual at once over at work now.  il also have a go at the africa campaign as it does look a bit more manageable.  the scenario tool does look good but im far to lazy to design campaign,  i also prefer palyin scenarios other people have made as it just wouldnt feel right playin one i had designed.  as i said hopefully some people can come up with some late war scenarios albeit on a smaller scale than barbarosa etc




leastonh1 -> RE: 1st impressions (11/5/2007 4:22:41 PM)

quote:

ORIGINAL: tonedog
i findind this game just as hardcore and hard to get into as TOAOW. i was hopin for smaller scenarios with less units or at a push dday but all the ww2 ones are full theatre jobs which i find overwhelming.


Funnily enough, that's exactly how I feel about TOAoW3. I find it a bit too overwhelming at the moment, whereas AT is perfect. It's all about perception [:)]

Have you tried random maps for a much smaller scale? Or, were you specifically wanting WWII?

Regards,
Jim




October -> RE: 1st impressions (11/5/2007 5:20:14 PM)

Jim_H made the following reply to my earlier post:

“As for random maps, I'd agree with Banquet. The default settings are pretty good and will give you an idea of what the game is capable of. Don't let the "normal" AI setting fool you, it does play quite a good game. I also like setting up maps that aren't square, so I often play 20 high by 40 long, with rivers set to 1, mountains 5 and towns at least 10. So far, I've found this to be quite suited to the AI and it seems to beat me a lot more than with 20 by 20 maps.”

Thanks Jim_H [:)]


For me my advice is let the learning come in increments. I found the above settings great for the following:

Learning the rules of supply and production
Strategic movement of units
Building units
Learning strength vs. weakness of units
Proper support of units
Chains of command
Terrain and its bonuses and minuses; (Defensive and movement)

Thus far early in my games I prefer small, mobile units with plenty of recon. Large units seem to run the risk of losing supply to the sly and wily AI and become stationary, starving units that AI may attack, or just let sit and wither on the vine.




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