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RandomAttack -> RE: Rail Conversion? (2/7/2016 7:01:40 PM)
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Yep, on "easy" I'm doing ok. Fuel situation is obviously easier, and with decisions off I can focus on the combat situation. Know there are still a few SP fixes/options in the works, so this is definitely more of a familiarization game. But you NEED siege artillery for some of the Major Garrisons, and since my RR's never convert it is completely useless-- since I can't move them anywhere useful. Also, my "first wave" of replacements was effectively zilch-- I got a few Italian Inf and a handful of AT guns... As Charlie Brown would say on Halloween: "I got ROCKS". I understand the "punch a hole" strategy, but in my games the Russians are ALMOST always 3-deep after a few turns. So I attack a "weak spot", the unit just retreats onto a fresh unit. I attack that stack, and both retreat onto ANOTHER fresh unit. At which time I'm running out of APs. During the AI turn, all the units just try and restore the "3-deep" line. For example, just west of Vyazma they have such a line almost the entire width of the AGC Theatre. Again, I'm doing ok (on "easy" [:'(]) with the occasional encirclement, but these vast encirclements everyone's talking about are anything but "routine" in my experience. But I'm not complaining about difficulty, just want to ensure all the mechanics are working the way they are described. And in my 1.03B games the RR conversion doesn't seem to be working at all, and I'm not convinced the replacement system really is either. Sounds like it MIGHT be due to the "Decisions OFF" selection, since it doesn't seem many folks are playing that way...
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