New Supply rules in V1.03 (Full Version)

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taffjones -> New Supply rules in V1.03 (8/20/2019 8:09:11 PM)

Hi Bill/Hubert

Some initial feedback from playing the Axis, since the changes made in V1.03. From my point of view.

China is about right, the Japanese can make progress if they dedicate a lot of resources to it (at the expense of the Pacific and other theatres)

Russia now feels like the western front in WW1.

There is no point in trying to encircle or cut off Russia units, as I find that the units used will end up with supply level 4 or less.

This leaves them vulnerable to both counter attack from 2nd line units deployed further back or attrition losses.

I also find that even taking undefended towns, that the supply drop means that I have to pull the units back to regain supply, leaving the town empty for the Russians to re-occupy on their turn.

Playing against the AI, you end up facing a double wall of defending units after the initial turns, once it identifies your main offensive thrust. Which turns it into a meatgrinder war of attrition with the Russians able to buy back the destroyed units cheaper and with a quicker production time leading to a snowball effect.

I have changed the Tech's and units builds for Germany to Logistics so I can buy more HQ's and buying HQ's to chain them to try and increase the supply to the attacking units. With limited results, supply has improved but I am still finding the issues listed above.

I look forward to reading the feedback and experiences of other players.




Hartmann -> RE: New Supply rules in V1.03 (8/21/2019 8:37:54 AM)

The "crowded" Russia problem is due to the reduced scale (in comparison with WiE), I don't think there will ever be a real solution for that in WaW.




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