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Tiller Release Moscow 42

 
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Tiller Release Moscow 42 - 11/3/2012 11:59:07 AM   
Yogi the Great


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Perhaps many have seen this, but I just noticed another Tiller release
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RE: Tiller Release Moscow 42 - 11/3/2012 1:05:31 PM   
redcoat


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There are some screenies in this forum thread. Link.

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RE: Tiller Release Moscow 42 - 11/3/2012 3:18:15 PM   
wodin


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I wonder what happened to their new platoon level wargames?

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RE: Tiller Release Moscow 42 - 11/3/2012 5:05:24 PM   
Rtwfreak

 

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quote:

ORIGINAL: wodin

I wonder what happened to their new platoon level wargames?


Yeah or more Squad level ones? Once you've played tactical it's hard to go back to that other stuff.

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RE: Tiller Release Moscow 42 - 11/3/2012 7:14:45 PM   
radic202

 

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Oh My! My colour blindness would have a field day with all those colours on the map??? Nonetheless, I may be interested.

Thanks for the information.

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RE: Tiller Release Moscow 42 - 11/3/2012 7:36:41 PM   
Lützow


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Let me paraphrase the topic: Tiller re-released Moscow 41.

If JTS would finally bother to update their 15-years-old engine, instead of merely writing new OOB's and calling it a game, they might attract customers beyond their regulars. I refer in particular to counters, jump map, tile sets and windows-3-style buttons.

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Post #: 6
RE: Tiller Release Moscow 42 - 11/3/2012 7:55:13 PM   
wodin


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Lutzow I understand where your coming from..but I suppose there wouldn't be such a massive collection of the games now..also the engine is always being updated and with the MapMod looks fine.

It's Squad Battles that needs some major new rules which isn't going to happen because Mr Tiller thinks they wouldn't sell any more and it wouldn't be worth the effort. I totally disagree...with some new game mechanics and less abstraction the SB series could easily become the No1 tactical wargame. It's so frustrating to see what needs to be changed and what needs to be added to to make it the best tactical wargame and yet know it will never happen.

It needs real ammo count as the current system is odd and to abstract for the scale, it certainly hinders modern warfare aspect. This alone would change the dynamics of the game. More indepth casualty element. I want to see wounded, incapacitated and dead, the soldier wounded would have a modifier against any shots he takes etc. The current system which takes into account possible wounds and low ammo is too abstract and a massive pain in the backside which detracts from the game. Multi Level buildings, again we'd start to get a tactical wargame that could do city\urban fighting. Spotting looked at, standing up a squad in a city hex shouldn't mean they become spotted straight away. Campaign system with awards etc etc. Improved armour, this hasn't been touched barely as Mr Tiller says it's an Infantry game not a tank game, tanks are just support weapons. Well this was fine for the first titles Vietnam, but once we get to the east front then things neeed to change.These changes would have such a dramtic effect and turn the series into something special.

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Post #: 7
RE: Tiller Release Moscow 42 - 11/3/2012 8:44:54 PM   
Lützow


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quote:

It's Squad Battles that needs some major new rules which isn't going to happen because Mr Tiller thinks they wouldn't sell any more and it wouldn't be worth the effort.


Aside of the fact that I don't own Squad Battles, your statement exactly reflects my impression about Tiller's approach: I won't sell more copies anymore anyway, so why bothering with upgrading the engine?

The one thing Tiller got right was JTCS and this one I still play every now and then. However, regarding his newer games I ownly acquired PC Stalingrad and never felt the urge to buy another clone.

(in reply to wodin)
Post #: 8
RE: Tiller Release Moscow 42 - 11/4/2012 12:19:35 PM   
demjansk

 

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The problem is the games are great but you can find other games out there that look much better. Upgrading is part of all history. We upgrade aircraft, autos, computers, TV's and everything else out there. How many people use a land line as there primary phone?

I just wish some of the mechanics were a little more polished up to 2012-13 standards. Just my thoughts

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RE: Tiller Release Moscow 42 - 11/4/2012 1:03:15 PM   
wodin


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Me I use a landline as my primary phone..it's cheaper..;)

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Post #: 10
RE: Tiller Release Moscow 42 - 11/4/2012 5:14:26 PM   
SuluSea


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No disrespect to Tiller but the interface and graphics need an update badly before I consider any of his games. I understand as a wargamer the graphics aren't the beauty of it but asking for something that looks like it's been created after the new millennium isn't a tall order.

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Post #: 11
RE: Tiller Release Moscow 42 - 11/4/2012 6:58:08 PM   
parusski


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quote:

ORIGINAL: wodin

Me I use a landline as my primary phone..it's cheaper..;)


Oh Lord, I thought you had finally moved into the 20th(YES I SAID 20th) century.



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RE: Tiller Release Moscow 42 - 11/4/2012 6:59:30 PM   
parusski


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quote:

ORIGINAL: SuluSea

No disrespect to Tiller but the interface and graphics need an update badly before I consider any of his games. I understand as a wargamer the graphics aren't the beauty of it but asking for something that looks like it's been created after the new millennium isn't a tall order.


I love Tiller's games, own all but three or four. But I really, really wish he would get the graphics out of the early 1990's era.

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Post #: 13
RE: Tiller Release Moscow 42 - 11/4/2012 8:00:58 PM   
Josh

 

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Have to agree with Lützow, Demjansk and Parusski here, great game but the graphics are sorely lacking. I mean I enjoyed them 10 years (15??) ago but c'mon we have moved on since then.

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RE: Tiller Release Moscow 42 - 11/4/2012 9:43:36 PM   
wodin


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Jisons MapMod helps loads though. Brings it upto par with most other wargames of this type.

The thing is on the whole PC wargaming graphics are very poor compared to many recent boardgames which really shouldn't be the case.

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RE: Tiller Release Moscow 42 - 12/10/2012 1:52:01 AM   
rosseau

 

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Tiller's new Squad Battles WWI was different enough to be worth a try. But Moscow 42 looks like more of the same. Except it has 250,000+ hexes

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RE: Tiller Release Moscow 42 - 12/10/2012 11:01:23 AM   
demjansk

 

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I like the games but the map as I said before especially the zoom level Just doesn't do it for me anymore.

(in reply to rosseau)
Post #: 17
RE: Tiller Release Moscow 42 - 12/10/2012 2:29:01 PM   
Titanwarrior89


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How do you like the game? I didn't care for the other squad games.
quote:

ORIGINAL: rosseau

Tiller's new Squad Battles WWI was different enough to be worth a try. But Moscow 42 looks like more of the same. Except it has 250,000+ hexes



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Post #: 18
RE: Tiller Release Moscow 42 - 12/10/2012 4:26:26 PM   
wodin


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Titan..the scenarios are from big to huge, this is abit of a problem I feel, it could have done with alot more small to medium size scenarios..a fair few are really only good for team play...saying that alot fo work has gone into the game. If your American then they have lots of scenarios..considering their input during the war they get far more than you'd expect. Volcano man even said he was considering just doing the American battles. Personally I'd rather have seen less American scenarios and some more West and East front ones, some major battles are missing from the West front esp early war.

The graphics are as bad as ever..if not worse for some reason. One day I will do a 2D mod for units and terrain similar to my RV and AOTR mods. So that will improve it somewhat.

Also I feel in some respects yet again the engine struggles with the time period especially with the early war scenarios where units are platoons or half platoons..this means that you have from 30 to 50 men on one hex which is supposed to be 40m, as you can imagine really these units would cover two or three hexes..it's not a major issue though. I think this game would have been better with 100m hexes as Platoon was the maneuver element during WW1 not squad.

I also feel some eras of the War are sadly lacking...though the maps are there for user created scenarios to cover them.

Read the designer notes you can download of the net..you'll realise how much work has gone into it.

< Message edited by wodin -- 12/10/2012 4:28:34 PM >


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Post #: 19
RE: Tiller Release Moscow 42 - 12/10/2012 9:59:55 PM   
Titanwarrior89


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Thanks for the imput....sounds like the same ole stuff.
quote:

ORIGINAL: wodin

Titan..the scenarios are from big to huge, this is abit of a problem I feel, it could have done with alot more small to medium size scenarios..a fair few are really only good for team play...saying that alot fo work has gone into the game. If your American then they have lots of scenarios..considering their input during the war they get far more than you'd expect. Volcano man even said he was considering just doing the American battles. Personally I'd rather have seen less American scenarios and some more West and East front ones, some major battles are missing from the West front esp early war.

The graphics are as bad as ever..if not worse for some reason. One day I will do a 2D mod for units and terrain similar to my RV and AOTR mods. So that will improve it somewhat.

Also I feel in some respects yet again the engine struggles with the time period especially with the early war scenarios where units are platoons or half platoons..this means that you have from 30 to 50 men on one hex which is supposed to be 40m, as you can imagine really these units would cover two or three hexes..it's not a major issue though. I think this game would have been better with 100m hexes as Platoon was the maneuver element during WW1 not squad.

I also feel some eras of the War are sadly lacking...though the maps are there for user created scenarios to cover them.

Read the designer notes you can download of the net..you'll realise how much work has gone into it.



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Post #: 20
RE: Tiller Release Moscow 42 - 12/11/2012 2:27:02 AM   
Queeg


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I can't even imagine the pain of trying to play this.

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Post #: 21
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