@ Red Lancer
First off I apologize in advance I am not trying to insult you or anyone else from the team and one can see *alot* of effort has gone into developing the game, this is fully undertood. If I had the time I would write in the most polite terms what exactly I feel is wrong but that would take *time*. I am trying to get to the crux of what is wrong quickly so it either can be fixed or obviated so if I come across a bit short it is a reflection on me not you. It is purely for expediant reasons.
Lets get the customer/provider deal out of the way first, Ive purchased a game I am not a tester. I'll let the player related comment slide, you know there is teleporting and wandering pockets, Secondly Ive only played Husky and the full length Italian scenario but quite a few times now, are you saying its not worth playing because its broke and I should play another scenario? Lets test that assertion to destruction. Is the Italian part of the whole game broken you know the teleporting, the invincible pockets? Or do pockets operate differently in France, did the Axis made a big mistake at Falaise? Should they just have wandered home, if 20,00 can hold off 90,000 for 6 weeks now in the countryside isolated imagine what 200,000 can do behind your lines. Or will the Falaise pocket teleport? How long did the Faliase pocket last and they wernt "in game" isolated, 10 days? A turn? Would you call the German retreat from Faliase a rout?
Until I build my new machine the Italian campaign suits the time I can throw at the game. I dont really want to do half an hour turns and have the investment ruined by an AI teleport. So its the Allies and its the Italian campaign for the moment. I used to test computer games I remember being told when I reported a certain "side" was broken "FFS just play another side if its bust" the "side" was never fixed and the game remains broken.
The British learnt that it was better to suppress than kill and destroy with artillery,if it killed or miamed it was a bonus.The artillery was used to get the infantry and associated forces into the defences to destroy them and prevent enemy artillery and mortars interfering with them. It has to be noted that not all troops the Allied faced were FG, SS and PG, I believe "in Game" units have ratings like morale. You know in battle more people are taken prisoner than actually are killed. Then there is experience, I have seen that listed in game as a factor then there is fatigue and when we look at leaders we have ratings like iniative, morale (again) Political (does that mean a German general with a high political rating is less likely to surrender than one without?) there is even admin. Thats a lot of modifiers. But in my experience the only three things that count descending order are Fort level, Fort level and Fort level. That is hardly imaginative and as I said before the Allies broke the Gustav Line and the Gothic Line they also got bloody noses but I dont think they ever said whats the point?
11th Armoured division average 5 rounds per tank per week expended the 25 pdrs of the division averaged 235 rounds per gun per week in the NW Europe campaign. It was glamorous for 2 months out of 11
Screen shots and saves or it never happened =p
"We are going to attack all night, and attack tomorrow morning..... If we are not victorious, let no one come back alive!" -- Patton
The Logistics Phase is like Black Magic and Voodoo all rolled into one.