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some suggestions - 8/7/2008 8:27:07 AM   
daniel123

 

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From: Orlando
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1. if you move a german air fleet to north africa it is unable to move without a land path to north africa.

2. you should not be able to put a new german unit into a ussr city. you should have to place it in germany and smp to the ussr city.

3. were is canada??

4. i tried to invade the usa but there did not seem to be any shore hexes. you need to create a north america map to extent the game.

5. you should be able to take human control over a county once you force them into your alliance.
Post #: 1
RE: some suggestions - 8/7/2008 8:56:15 AM   
doomtrader


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Hi daniel,

Thanks for your suggestions.
1. I'm not sure what you meant by that?
2. Depends how you understand forming new unit. Deploying point might be understand as a place when all troops and equipment is transported and gathered. So it's something what you described bud in one point.
3. There is no Canada. With all respect for Canadians they have too small impact for the war in Europe, and Canada is at another continent. But it might be considered to gave few Canadian units under Birtish or US command. Will be considered.
4. European scenarios shouldn't consist map of USA. Don't you think? Of course shore hexes for USA will be considered.
5. If you really would like to do that you can press F1 button.

(in reply to daniel123)
Post #: 2
RE: some suggestions - 8/7/2008 9:51:40 AM   
pasternakski


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quote:

ORIGINAL: doomtrader
3. There is no Canada. With all respect for Canadians they have too small impact for the war in Europe, and Canada is at another continent. But it might be considered to gave few Canadian units under Birtish or US command. Will be considered.

You've got to change this. The Canadians contributed significant units (corps sized) to the European theater, and were primary participants in such operations as Dieppe and Overlord, being assigned their own beach area for the Normandy invasion.
quote:

4. European scenarios shouldn't consist map of USA. Don't you think? Of course shore hexes for USA will be considered.

I guess this is in the works for the new patch, but I have registered my objection, and do so again.

The problem is that a line has to be drawn that defines the capabilities of the belligerent countries in this game. Germany had absolutely no means of mounting an invasion of North America during this time frame, and was hard pressed to produce the manpower and materiel necessary for prosecuting the war in Europe.

Now, I am all for the game allowing a country to increase its capabilities due to the additional resources accrued through conquest, but, unless we go all the way back into the 1930s or afford Germany industry and hardware not at all available when this game starts in late 1939 or ever accumulated in the course of the historical war, this possibility is completely outside the framework of what WW2-RtV is trying to represent.

To allow this kind of thing - and I mean for either side - is to convert this game from a historical simulation into a "what if" fantasy adventure of a kind that I avoid like the plague.

Don't get me wrong. Such games are fine for those who like them. This game did not present itself as being such, and I did not buy it for after-publication modifications to turn it into one.

And I like it a lot so far, by the way.


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And the people let me down.
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And I carry on anyhow.

(in reply to doomtrader)
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RE: some suggestions - 8/7/2008 11:18:26 AM   
JudgeDredd


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I agree 100%.

I was quite disappointed that someone could be playing this game and even consider an invasion of the US!

I like the time frame and layout exactly as is...and WWII game with historical play.

(in reply to pasternakski)
Post #: 4
RE: some suggestions - 8/7/2008 11:26:31 AM   
Barthheart


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From: Nepean, Ontario
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quote:

ORIGINAL: pasternakski

quote:

ORIGINAL: doomtrader
3. There is no Canada. With all respect for Canadians they have too small impact for the war in Europe, and Canada is at another continent. But it might be considered to gave few Canadian units under Birtish or US command. Will be considered.

You've got to change this. The Canadians contributed significant units (corps sized) to the European theater, and were primary participants in such operations as Dieppe and Overlord, being assigned their own beach area for the Normandy invasion.


Not only that but liberated Holland, which the Dutch still celebrate today, and had the third largest navy in the world at the end of the war.

If you hve Iraq in the game as a separate country with forces, and I agree with that, then Canada needs to be represented as well. Their overall impact on the war was much larger.

It will make a great game even better.

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(in reply to pasternakski)
Post #: 5
RE: some suggestions - 8/7/2008 6:26:16 PM   
daniel123

 

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i moved a german air fleet to north africa to help out the italians. once the german air fleet arrived in north africa the move button was not longer accessable and the air unit could no longer move anywhere.

(in reply to doomtrader)
Post #: 6
RE: some suggestions - 8/7/2008 6:33:28 PM   
daniel123

 

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From: Orlando
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another suggestion is that air fleets should only start out at level one with a 10 or 12 range and the range will increase 2 or 3 with each level increase.,

(in reply to daniel123)
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RE: some suggestions - 8/7/2008 6:55:39 PM   
mickrocks

 

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Seems to me that Slovakia had a much smaller impact on the war then Canada, yet they are represented in the game. Go figure.

(in reply to doomtrader)
Post #: 8
RE: some suggestions - 8/7/2008 6:57:45 PM   
mickrocks

 

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As to not being able to move the german air unit in North Africa, it needs also to be supplied to be moved. Try running a German convoy to Tripoli or Trubruk to get it supplied, then you should be able to move it

(in reply to daniel123)
Post #: 9
RE: some suggestions - 8/7/2008 6:58:20 PM   
Barthheart


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quote:

ORIGINAL: daniel123

i moved a german air fleet to north africa to help out the italians. once the german air fleet arrived in north africa the move button was not longer accessable and the air unit could no longer move anywhere.

This sounds like a "no supply" problem.... did you create a convoy from some German held port to a port in N.A.? Just a thought.....

_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

(in reply to daniel123)
Post #: 10
RE: some suggestions - 8/7/2008 8:43:15 PM   
daniel123

 

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Joined: 8/30/2000
From: Orlando
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in 1940 after france goes vichy there are not any german ports that can supply north africa only italian ports.  can a german convoy run from any italian port to north africa?

(in reply to Barthheart)
Post #: 11
RE: some suggestions - 8/7/2008 8:58:51 PM   
Severian


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Yes, it's possible.

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(in reply to daniel123)
Post #: 12
RE: some suggestions - 8/8/2008 2:31:38 AM   
Lucky1

 

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I am still a bit new to the game, so I may be missing something.... With amphib assaults, unless units take a coastal (or is that port?) city hex on the first turn, do they have no supply the next turn? This seems rather tough (but I might be missing something, like I said) - all I would do is place cheap units on hexes on either side of the city as well, to preven any assaults.... Was any thought given to using Mulberry units (as was done in CoS) to act as artificial harbours for a limited amount of turns (e.g., two or three)? These units could deliver a reduced amount of supply (say 80%) and, if attacked or damaged when 'unloaded' would deliver a reduced amount of supply in proportion to their damage.

(in reply to Severian)
Post #: 13
RE: some suggestions - 8/8/2008 8:17:39 AM   
comrade

 

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quote:

ORIGINAL: Lucky1

I am still a bit new to the game, so I may be missing something.... With amphib assaults, unless units take a coastal (or is that port?) city hex on the first turn, do they have no supply the next turn? This seems rather tough (but I might be missing something, like I said) - all I would do is place cheap units on hexes on either side of the city as well, to preven any assaults.... Was any thought given to using Mulberry units (as was done in CoS) to act as artificial harbours for a limited amount of turns (e.g., two or three)? These units could deliver a reduced amount of supply (say 80%) and, if attacked or damaged when 'unloaded' would deliver a reduced amount of supply in proportion to their damage.


Well this is how it works. Excerpt from the manual:
"
Use amphibious invasions to open new fronts, but remember that unloaded units should immediately take over a city (preferably a Port city); otherwise, the next turn they will run out of Supply and possibly be destroyed by the enemy very quickly. Air superiority and shore bombardments are crucial for invasions, as they allow you to soften enemy garrisons in a Port prior to unloading your units and attacking it.
"

Unfortunately there are no Mulberry units in the game. But with the shore bombardment and multiple air strikes you should be able to take the port immediately after landing.

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Post #: 14
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