Suggestion wish list

Decisive Campaigns: Ardennes Offensive is the fourth wargame in the Decisive Campaign series. Covering the battles in the Ardennes between December 1944 and January 1945, it brings to life Operational wargaming by lowering the scale to just above tactical level.

Moderators: Vic, Decisive Campaigns Ardennes Offensive Mods

Stelteck
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Joined: Tue Jul 20, 2004 5:07 pm

RE: Suggestion wish list

Post by Stelteck »

ORIGINAL: Khanti

I don't like the idea of "war against trucks". Every time artillery shells, it hits truck-like equipment. I've checked values in editor. All trucks have 30 points as ranged targets. I suggest adding some 10-20 points to infantry types.

But in the other hands, it is difficult to hide trucks from artillery. They are fragile and harder to bury.
Brakes are for cowards !!
JonJonJon
Posts: 27
Joined: Thu Jun 17, 2021 10:58 am

RE: Suggestion wish list

Post by JonJonJon »

After playing for a couple of days, two things really that it's screaming for:

- pbem ++
- options for key binding. I'm looking at you, WASD map scrolling. Annoyed me in SE too if I recall.
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carll11
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RE: Suggestion wish list

Post by carll11 »

ORIGINAL: Stelteck

ORIGINAL: Khanti

I don't like the idea of "war against trucks". Every time artillery shells, it hits truck-like equipment. I've checked values in editor. All trucks have 30 points as ranged targets. I suggest adding some 10-20 points to infantry types.

But in the other hands, it is difficult to hide trucks from artillery. They are fragile and harder to bury.


That true but this isn't ww1 type saturation bombardments;)



On a similar note, where are the replacements for Horseys???
Khanti
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Location: Poland

RE: Suggestion wish list

Post by Khanti »

GE Captured tanks should have reinforcement type set as Medium Tank not Halftrack or perhaps ReinforcementType2 as Halftrack. It tends being attached to wrong units anyway.

There should be not possible to reinforce artillery units with light-medium mortars (range 2). Maybe add new unit reinforcement type "HEAVY MORTAR" (like Heavy Artillery). They have range of 5.

I've experimented with 75% direct range for units (1 hex) and that's OK with using tanks now. But mortars can still easy kill them during these engagements.
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
JonJonJon
Posts: 27
Joined: Thu Jun 17, 2021 10:58 am

RE: Suggestion wish list

Post by JonJonJon »

ORIGINAL: JonJonJon

After playing for a couple of days, two things really that it's screaming for:

- pbem ++
- options for key binding. I'm looking at you, WASD map scrolling. Annoyed me in SE too if I recall.

Plus, the last AI settings (difficulty & speed) being applied when starting a new scenario.
Rosseau
Posts: 2819
Joined: Sun Sep 13, 2009 2:20 am

RE: Suggestion wish list

Post by Rosseau »

I would humbly suggest (to the players) that they consider Battlefront's Combat Mission 2 Final Blitzkrieg as a tactical companion game to this one - putting the player down in the trenches of what DC:AO so ably represents.

There are 79 scenarios to be found - actually a small battle count, compared to CMBN's hundreds - but the Bastogne and Chaumont scenarios certainly set the mood. I would just add that one will not find 48 Panthers in any battalion in this game. And there's the rub - compared to DC:AO, the micromanagement can still be irksome.

Certainly, with these two games, my "wishes" have come true. But back to the Suggestions List, with my apologies...
Khanti
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Location: Poland

RE: Suggestion wish list

Post by Khanti »

My heretic thoughts:

Completely overhaul of kill system. Now there is something like:
attacker has modified (experience, terrain, etc) value of 50, defender has modified value of 100, so it's 50:100 which can ended as KILL.
I'd like to see in such circumstances RETREAT, not kill.

My suggestion is that kill should be possible ONLY when attacker has greater modified value of offensive, than defender's modified value of defense. All other circumstances should be just retreat.

I don't know if it is doable anyway...
[:)]
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
Khanti
Posts: 321
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Suggestion wish list

Post by Khanti »

ORIGINAL: Stelteck

ORIGINAL: Khanti

I don't like the idea of "war against trucks". Every time artillery shells, it hits truck-like equipment. I've checked values in editor. All trucks have 30 points as ranged targets. I suggest adding some 10-20 points to infantry types.

But in the other hands, it is difficult to hide trucks from artillery. They are fragile and harder to bury.

Some units have value "Rear Area backbench" set as TRUE. Trucks have it as true. But trucks also have "TargetChance%" as 30, so when attacking unit containing trucks fight with defending unit containing mortars or guns (ranged weapons) - trucks are being killed during attack.
Solution is to remove trucks from units and make separate transport units consisting only trucks...or loose those trucks one by one...

[;)]
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
GazBot
Posts: 87
Joined: Sun Jul 12, 2020 5:50 am

RE: Suggestion wish list

Post by GazBot »

Hot Key for FOW is my biggy so far!!!!

Cheers

Gaz
Stelteck
Posts: 1379
Joined: Tue Jul 20, 2004 5:07 pm

RE: Suggestion wish list

Post by Stelteck »

ORIGINAL: Khanti

Some units have value "Rear Area backbench" set as TRUE. Trucks have it as true. But trucks also have "TargetChance%" as 30, so when attacking unit containing trucks fight with defending unit containing mortars or guns (ranged weapons) - trucks are being killed during attack.
Solution is to remove trucks from units and make separate transport units consisting only trucks...or loose those trucks one by one...

[;)]

Do the presence of trucks act as decoy, protecting mortars&guns ? A targeted truck may be a safe mortar.
Brakes are for cowards !!
Khanti
Posts: 321
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Suggestion wish list

Post by Khanti »

My PzJager Abt attacked and scored a hits and won engagement.
Yet some loony howitzer managed to kill truck.
A legit kill generally (179:43)

[:D]

Image
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
Khanti
Posts: 321
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Suggestion wish list

Post by Khanti »

ORIGINAL: carll11

On a similar note, where are the replacements for Horseys???

In Wacht Am Rhein there are not set replacements for horses. But there should be at least in "random" replacements table.
I would love to have more random replacements anyway, just for fun ;-)
+1 random for every equipment would be great - even those Tiger II ;-)
I did it partially for my own version and it' great.
PS: If dates are set as 1 to 90 that means from 1 to 90 turn?
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
Jagger2002
Posts: 688
Joined: Sun May 19, 2002 9:05 pm

RE: Suggestion wish list

Post by Jagger2002 »

Solution is to remove trucks from units and make separate transport units consisting only trucks...or loose those trucks one by one...

Trucks are a very tricky problem to model. Trucks are valuable primarily to move troops quickly to a danger spot or exploit a breakthrough. But trucks are so vulnerable that they dropped off infantry near the front lines and then departed to safe areas until needed again. In the meantime, infantry walked into the frontlines. But if you modeled it, you end up with additional counters cluttering up the map. As you mentioned, we probably can separate out truck battlegroups...assuming we can get 50 power points out of them...but then we end up with the same counter clutter and the penalty of lower staff/troop ratios.

I have wondered if trucks are too vulnerable in close assaults. Whether they should be considered absent from assault combat with the assumption that they have departed for safe areas in the rear. Still vulnerable to artillery but not to direct fire??? I haven't really thought it through or looked at it closely but is seems truck losses might be a little high.
Khanti
Posts: 321
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Location: Poland

RE: Suggestion wish list

Post by Khanti »

I'd like to make second Infantry Reinforcement Type as "secondary infantry" to make sure that good replacements first will go to first rate infantry units and best units will not get as priority those secondary types replacements (security, nachts, volkssturm). Ideally secondary replacements should go to rear guard units.
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
JacquesDeLalaing
Posts: 117
Joined: Fri Oct 07, 2016 6:12 am

RE: Suggestion wish list

Post by JacquesDeLalaing »

- Please add a way to order units to move directly to the selected hex (not the fastest route...). E.g. shift + Right click (like in many other games).
JacquesDeLalaing
Posts: 117
Joined: Fri Oct 07, 2016 6:12 am

RE: Suggestion wish list

Post by JacquesDeLalaing »

Maybe I've found a bug? In scenario Arracourt, a bridge is displayed between hex 0,3 and hex 0,4 but it doesn't seem to work?
EDIT: It doesn't seem to have an effect for units, while supply seems to flow across normally.
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CGGrognard
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RE: Suggestion wish list

Post by CGGrognard »

I would like to see the Strategic Map look like maps used during that time. The current Strategic Map has too many colors and information that it makes it difficult to read.
Or another option would be the ability to zoom into portions of the Strategic Map.
"The supreme art of war is to subdue the enemy without fighting." - Sun Tzu
Khanti
Posts: 321
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Suggestion wish list

Post by Khanti »

Aufklarung/Recon units should have more recon points than standard infantry/armored regiments. I've replaced Sdkfz 251 in Aufklarung with Sdkfz 250 and gave the last one 5 recon points (+4 in editor) and some BMW with +2 recon. Something like this should be done ;-)
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
Stelteck
Posts: 1379
Joined: Tue Jul 20, 2004 5:07 pm

RE: Suggestion wish list

Post by Stelteck »

ORIGINAL: Khanti

Aufklarung/Recon units should have more recon points than standard infantry/armored regiments. I've replaced Sdkfz 251 in Aufklarung with Sdkfz 250 and gave the last one 5 recon points (+4 in editor) and some BMW with +2 recon. Something like this should be done ;-)

It is an interesting change but carefull that boosting recon ability will also nerf the defense.
Brakes are for cowards !!
beyondwudge
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Joined: Tue Dec 22, 2020 12:33 pm

RE: Suggestion wish list

Post by beyondwudge »

I'd love a way to load a saved game in-game, i.e. without surrendering to the main menu first.

I'd like it mainly for when I'm learning a new mechanic, like repeating the same action (like an artillery barrage) many times in a row or trying different variations out.
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