From: Bristol, UK
I sometimes get the feeling that those involved in testing the game are suffering from the Stockholm syndrome.
I'm not one to go into the minutae like Smirfy but having 3-4 attempts at the DDay campaigns do not get the right "feel" out of the game.
IMVHO, the 7 day turn is wrong.
Why? You want 1 day turns? 1 month turns?
The air game lacks the control that you want, and you are forced to attack targets which rip out VP instead of you making the choice. Losses are too hign, Ive had the RAF with a majority of Hurricane IIC & the USAAF with stacks of P40 in early/mid 44.
What control do you want then? You can control who flies, where and when. The only think you cant do is jump into the cockpit! Vastly better than WitE.
Stacking is off, You can have 3 GS Engineer Rgts concentrated on rail line repair, or 2 US "Heavy" Armoured Divs, 1 British Infantry Div plus another 9 Battalions, at total of approx 50 Battalions, all in a 10 mile hex. But the these troops cant project enough force to inhibit movement through their ZOC (Or as an AI game is this WAD? An Amphib unit, hopefully with its LST's parked at sea, takes up stacking limits. If you want to control the size of invasion, limit the lift capability.
Reserve movement is wierd, Ive seen reserves coming in from 50 miles away. Of course they can travel this distance in a week, but as they dont move it doesnt affect their defensive position.
Prepping for an invasion takes too long, coming from WITPAE I;m used to it. However most invasions were planned by HQ, Combat units were not required until much later in the process, maybe a speeded Prep if stacked or adjaecent to your HQ.
Movement, I know this is feel only, but with no roads your troops "appear" to chose their own way. Feels odd.
Have you any idea of how many roads, lanes, paths, bridges there are in W Europe (even in the 40's. I challenge you to find a single 10 mile circle without roads going pretty much everywhere. The scale is just way too big for roads to figure
Armoured units seem to be too effective in Mountains, maybe they should not be permitted at all or "cost double sttacking"?
Advance after combat, I assumed that my troops were fighting like the devil to evict the enemy from the hex they occupy, only to find that they stopped at the hex edge and let them flee!!! If the wanted to enter I had t pay again. Why not auto advance after combat with the ability to not advance if you wish, or make it really cheap to enter as you have already advances "halfway"
Not a bad idea... a 0 point move for units already in the successful attack.
Theres lots more, but I dont keep notes. The game has so much potential but just falls short.
As for Smirfy, Ive lots of games out of the Gary Grigsby stables and while most introduce challenging system its been the players, modders & developers who have picked up the game and raised it to a higher plane. If you dont like Smirfy's or any other owner of this game's comments dont look. Devs & Modders, look closely, they may not be perfevt in their communication styles but regularly see things which are wrong or need tweaking.
No one is saying that things are perfect. It is just that we should goon data and facts (not least facts about what the game does, and the ranges of possible outcomes) not gut feel and issues that are from 'bad play'
How on earth do you kill the AFs? You need to learn how to pace them and not attack continuously at full bore... AFs (in RL) are fragile. Rest them, avoid death traps, read the forum and rules. If it aint working, try something else.
< Message edited by HMSWarspite -- 2/7/2015 11:03:10 PM >
I have a cunning plan, My Lord