Casmyre -> (11/3/2001 11:13:00 AM)
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Challenge,
Okay, that's odd. I DL'd v5.01, the Sound package, v5.20 patch, and v6.1 patch, installing them in said order. I start the game, go to Solitaire play, select Campaigns, then World War II, and begin with 4500 pts (4385 after A0). Haven't changed the Battle Points setting at all (it's XXX).
Yes, I bought most of things individually, or I'd buy a Co then "drop" what I didn't want/couldn't afford, and spent a lot of time re-assigning HQ's.
I browsed this forum, though, and it's my understanding that there's only a 2-stage C2 orders level? And gameplay indicates this is true, also. Thus:
A0 (CinC)
B0 (Co HQ) C0-3 (Co Plt)
If C1 needs an order point, will draw from C0 unless empty, in which case draws from A0.
I thought the only real advantage to Co commanders was the moral/rally boost if within 5 hexes? If I'm wrong, then I guess I need to re-evaluate & start over. :-)
I'd love to mech/motr everything -- I agree that mobile defense (quick response units/plts, etc.) are awesome for plugging the gaps, or just relieving some suppressed units. But I don't have enough experience with SPWaW's game system to know how effective/worthwhile the extra points are.
I am starting to really like the engineers! Are they the only inf units that get flame throwers? Wow! Seeing a hex full of FF Leg's go up in smoke... ~evil chuckle~
At least again the AI, I don't know how important defense units really are. So far, I've played this first scenario 3 times (the beach assualt), and the AI has never attacked me. It's entrenched, defending, and doesn't seem to know how to move unless routed. Once I've secured a landing zone, I'm pretty much free to sit back and advance at a leisurely pace, taking vic hexes & not bothering with defending them.
Of course, the next scenario appears to be a role-reversal, so I guess I'll see then!
- James
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