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corn in the bible posted:AGEOD sent me a key for alea jacta est for some reason. maybe someone here would like it? I'll take it, fellow corn person
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# ? Jan 1, 2016 23:18 |
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# ? Jun 6, 2024 00:40 |
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COOL CORN posted:I'll take it, fellow corn person sent e: feel free to friend me on steam: http://steamcommunity.com/id/crowfeathers/ corn in the bible fucked around with this message at 23:30 on Jan 1, 2016 |
# ? Jan 1, 2016 23:22 |
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I picked up WITP based mainly on the recommendations in this thread and Grey's LP. While I've done some play throughs of the coral sea and Guadalcanal campaigns to get a feel for the combat the full campaign start is a bit overwhelming. I gather from the discussions in this thread the first turn involves a lot of setup of air naval patrol routes and shipping routes. Can anyone provide links to how to do the first turn setup? Also, any suggestions on things to know for the first play through would be helpful as well.
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# ? Jan 2, 2016 18:24 |
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Roseo posted:I picked up WITP based mainly on the recommendations in this thread and Grey's LP. While I've done some play throughs of the coral sea and Guadalcanal campaigns to get a feel for the combat the full campaign start is a bit overwhelming. I gather from the discussions in this thread the first turn involves a lot of setup of air naval patrol routes and shipping routes. Can anyone provide links to how to do the first turn setup? Also, any suggestions on things to know for the first play through would be helpful as well. Friend me on steam, http://steamcommunity.com/id/gedder Which side are you playing as? A lot of the start is knowing what you have and what reinforcement you receive where. Being able to slow the Japanese advance as the allies and hurt their oil and resources income is important, whereas the Japanese want to get the dutch east indies as swiftly as possible and destroy the American carrier groups with as few losses as possible Baudin fucked around with this message at 01:58 on Jan 3, 2016 |
# ? Jan 2, 2016 18:30 |
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That's giving me profile not found. http://steamcommunity.com/id/oesor Haven't decided who I'm playing as. Was leaning Japanese, probably with the ahistorical boosted order of battle, mainly for the shorter/smaller logistics and kido butai fighting right off the bat and not caring too much about losing. Open to an allies game, though. The broad strategic strokes don't worry me too much as I know how the war went, it's the logistics/training/searching that I'm not sure what to start with. Edit - I think I'm going to run through the spreadsheet at http://www.matrixgames.com/forums/tm.asp?m=3253803&mpage=1&key=� for the setup, since it looks like that's actively maintained. Roseo fucked around with this message at 20:27 on Jan 2, 2016 |
# ? Jan 2, 2016 19:13 |
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This is a good AAR as well explaining the first turn for the Allies: http://www.matrixgames.com/forums/tm.asp?m=2564541&mpage=1&key=�
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# ? Jan 2, 2016 20:43 |
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Roseo posted:That's giving me profile not found. Be warned - Japan is way more logistically complicated than Allies because Japan controls its own production. Get ready to separately track your engine production and tech tree from your aircraft production and tech tree, and don't mess it up because specific planes need specific engines. Get ready to worry about oil refinery status and capacity and bringing resources back to the home islands, because fuel and supplies won't just appear in Los Angeles like it does for the Allies. If you don't already have it, Japan basically requires the separate WITP Tracker spreadsheet.
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# ? Jan 2, 2016 23:24 |
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# ? Jan 2, 2016 23:41 |
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Important note that this makes the game way easier. This ridiculous 3rd party screen in basically essential, imagine the base game's impenetrability!
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# ? Jan 2, 2016 23:45 |
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The gently caress have I gotten into...
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# ? Jan 3, 2016 01:20 |
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Roseo posted:The gently caress have I gotten into... I've been organizing my starting Japanese moves for about 2 hours now.
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# ? Jan 3, 2016 01:34 |
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I've been enjoying Unity of Command as my first game. Where do I go for strategy / tips for this game as I'm having trouble beating scenarios that aren't 'easy' difficulty. Also what would be a goon recommended 'next game' for me considering I enjoyed the simplicity of this one but would like to go just a little bit grander. Accessibility is key for me.
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# ? Jan 3, 2016 09:11 |
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First Time Caller posted:I've been enjoying Unity of Command as my first game. Where do I go for strategy / tips for this game as I'm having trouble beating scenarios that aren't 'easy' difficulty. Maybe checkout Strategic Command. It's pretty beer and pretzels strategic level wargaming.
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# ? Jan 3, 2016 09:34 |
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First Time Caller posted:I've been enjoying Unity of Command as my first game. Where do I go for strategy / tips for this game as I'm having trouble beating scenarios that aren't 'easy' difficulty. In terms of tips I'd recommend just making sure you take every scenario quite slowly whilst you're still learning. As in, don't necessarily shoot for the highest level of victory, just concentrate on capturing railroads and not allowing any troops to get surrounded or cut off. Maybe Ultimate General: Gettysburg as a next game. It's real-time but the control scheme is very simple (click+drag basically) but it also looks amazing and is larger scale than UoC.
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# ? Jan 3, 2016 11:55 |
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Speaking of recommendations, I'm really loving Rule the Waves - does anyone have recommendations for good, similar arms-race-y games where you get to design your botes/tanks/spaceships/etc?
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# ? Jan 3, 2016 12:42 |
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TehKeen posted:Speaking of recommendations, I'm really loving Rule the Waves - does anyone have recommendations for good, similar arms-race-y games where you get to design your botes/tanks/spaceships/etc? Comedy option: Hearts of Iron III
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# ? Jan 3, 2016 15:39 |
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First Time Caller posted:I've been enjoying Unity of Command as my first game. Where do I go for strategy / tips for this game as I'm having trouble beating scenarios that aren't 'easy' difficulty. A couple things: - Preserve your mobile units at all costs. Despite their huge combat power, they are most valuable for their movement so try to fight with them sparingly. - As part of the above, try to use infantry to make a hole in the enemy line for your mobile units to pour through whenever possible. If you're German your infantry units have pretty good combat power, if you're Russian the scenario almost always gives you more infantry than you know what to do with so your infantry units with artillery steps are your main guys for creating breakthroughs, infantry without brigades are just filler in your lines or disbanded to provide replacement steps for units with support steps. - Look carefully at the scenario's railroads and how they all connect to each other. Usually there is at least one key rail line that connects to the rail lines in your starting territory, making it absolutely vital that you push down that line so you have supplies to support all your advances.
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# ? Jan 3, 2016 16:36 |
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First Time Caller posted:I've been enjoying Unity of Command as my first game. Where do I go for strategy / tips for this game as I'm having trouble beating scenarios that aren't 'easy' difficulty. If you want to stick with turn-based strategy I'd suggest Panzer Corps or Order of Battle: Pacific. I've got an LP of Panzer Corps going and I showed off OOBP in it so you get a first impression of both if you want.
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# ? Jan 3, 2016 17:01 |
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My post-Unity of Command recommendation would be Decisive Campaigns. The turn set-up is a bit different from UOC, but it keeps to largely the same scale, the same blitzkrieg tactics, and the same emphasis on logistics, but steps up the complexity and realism some.
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# ? Jan 3, 2016 17:22 |
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I need to find someone that is willing to share a game of DCB with me. I do all the decisions and he has to deal with the results. No way this could go wrong.
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# ? Jan 3, 2016 17:25 |
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Riso posted:I need to find someone that is willing to share a game of DCB with me. I do all the decisions and he has to deal with the results. No way this could go wrong. I see Riso has upgraded to literally roleplaying Hitler
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# ? Jan 3, 2016 18:51 |
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ArchangeI posted:I see Riso has upgraded to literally roleplaying Hitler Hey! I am way better than Hitler. I know not to move the units around and leave it to the professional. Sounds like an easy LP thing though. The thread votes on the (worst) options and then the player moves the chits around.
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# ? Jan 3, 2016 19:18 |
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gradenko_2000 posted:My post-Unity of Command recommendation would be Decisive Campaigns. The turn set-up is a bit different from UOC, but it keeps to largely the same scale, the same blitzkrieg tactics, and the same emphasis on logistics, but steps up the complexity and realism some. It is good for new people to know that there aren't combat values or odds. Pay attention to readiness and quality. Also, though it isn't the most complex, it is a fuckload of clicking if you do the first two games at the regimental scale. It is by far my favorite grog series, though.
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# ? Jan 3, 2016 20:05 |
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Who wants to play a game of WITE or WITP:AE with me while I wait for Dtkozl to start our WITP:AE PBEM game? Or maybe a Combat Mission game or something.
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# ? Jan 4, 2016 03:11 |
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Can someone explain to me moving airbases in War in the East? Do you literally just move the air base units wherever? Maybe I'm just too used to games where airplanes need airfields and their accompanying support to operate.
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# ? Jan 4, 2016 21:08 |
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Riso posted:Sounds like an easy LP thing though. The thread votes on the (worst) options and then the player moves the chits around. An LP just sounds like a better version of STAVKA vs OKH, it'd be interesting to see.
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# ? Jan 4, 2016 21:27 |
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ZombieLenin posted:Can someone explain to me moving airbases in War in the East? Do you literally just move the air base units wherever? I just got WITE but from my limited reading of the manual I believe this is the case with limitations on the hex type (must be clear, light forest, or urban maybe?)
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# ? Jan 4, 2016 23:29 |
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ZombieLenin posted:Can someone explain to me moving airbases in War in the East? Do you literally just move the air base units wherever? An airbase has to be on clear, light forest, or urban hexes for the aircraft to be able to operate from them. It's as simple as literally moving the air base chit to wherever you need it to be. The key thing is that moving an airbase causes any and all airplanes in the base to accrue "miles flown", and certain missions can only be done if that number is still at 0, so moving your airbases is generally one of the last things you want to do in a turn.
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# ? Jan 5, 2016 00:29 |
gradenko_2000 posted:An airbase has to be on clear, light forest, or urban hexes for the aircraft to be able to operate from them. Few things are as frustrating as wondering why you can't drop fuel to your panzer divisions only to realize you moved the airfield. I think you may be able to drop more fuel if an airbase is with a division as well, but I'm not 100% sure. (and in a clear, light forest, or urban hex) There might be a supply range requirement too, I think it's no more than 5 hexes from the railhead.
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# ? Jan 5, 2016 02:29 |
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I have another War in The East question. Two really. Why the gently caress does Army Group North, with the Baltic rail network, need 3 independent CBs while in Army Group Center I've got to re-gauge railway at a snails pace with one? I assume there is some "historical" explanation. Second, because I only skimmed the manual, what's up with all of the CBs dropped by HQs all over the place?
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# ? Jan 5, 2016 15:26 |
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The independent RR units are historical AFAIK. You can re-task them across different army groups, but you can't double up and have two RR units advance across the same rail line simultaneously for twice the distance covered. There are RR units that exist only as Support Units and are assigned to HQs. During the inter-turn processing, the HQ they're attached to will send them out to repair individual hexes that need repairs. If I'm not mistaken the HQ needs to be have been stationary during your turn for this to work, so it's best to assign them to Army HQs or higher. You use the independent RR units to make determined drives and advances, and then the auto/AI-driven small RR units to fill in the gaps and repair the inevitable damage caused by partisans. It's worth noting that the Soviets don't get an independent RR unit until I think 1944, which greatly limits their offensive capability even if they manage to get the room to advance, since they're going to run out of "farthest rail" with no way to single-mindedly force it in a particular direction.
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# ? Jan 5, 2016 15:42 |
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Anybody interested in a game of Advanced Tactics gold? I picked it up in the Xmas sale and after some playing against the AI i'm up for some PBEM action.
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# ? Jan 5, 2016 15:53 |
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Saros posted:Anybody interested in a game of Advanced Tactics gold? I picked it up in the Xmas sale and after some playing against the AI i'm up for some PBEM action. I could be tempted, I've played it on and off in spurts, but never in a PBEM game.
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# ? Jan 5, 2016 16:17 |
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Shall we aim to collect 3-4 people and add a couple of AI for excitement?
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# ? Jan 5, 2016 17:03 |
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gradenko_2000 posted:The independent RR units are historical AFAIK. You can re-task them across different army groups, but you can't double up and have two RR units advance across the same rail line simultaneously for twice the distance covered. I will have to check, but I'm fairly sure you can "double up" in the Baltic rail zone. I'm at work, but I believe I did expedite the linking of Konnisberg to Riga this way. I've got a few general:strategy question: assume Im playing the grand campaign--yeah I tend to not take the small scenario first approach but just jump in the deep end. 1. For how many turns do you continue the war against Soviet airfields? I've found playing around that there are some seriously demolished returns by turn 3. 2. Is it useful at all to bomb rail yards in cities? I'd like to interdict Soviet supplies, but it seems sort of useless up front. 3. Is there any benefit at all to using bomb unit? Or should I just let the AI handle ground support? 4. Maybe it's me, but it seems like through the first 4 turns (farthest I've gotten) the Soviet AI is ridiculously passive. I've seen no evidence at all of the Soviet AI trying to avoid, or break out of, encirclement. It is seems so passive I kind of wonder if I messed up my settings somehow.
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# ? Jan 5, 2016 19:33 |
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ZombieLenin posted:I will have to check, but I'm fairly sure you can "double up" in the Baltic rail zone. I'm at work, but I believe I did expedite the linking of Konnisberg to Riga this way. 1. 1-2 turns, 1 is probably enough. 2. In my experience not very. 3. Bombing unit allows you to concentrate planes on a few hexes, it's also really good at killing generals if you bomb HQs. 4. Give the soviet AI 110% in all settings, that should make it more aggressive.
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# ? Jan 5, 2016 20:23 |
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uPen posted:1. 1-2 turns, 1 is probably enough. Yeah, leaders... After "playing" the first 3 or 4 turns of Barbarossa a bunch of times over 10 hours I haven't even thought about leaders yet. Oh, Gary Grigsby, how would I war game without you? I will say one thing for the game. At least I don't need to monitor what my pilots are wearing to bed, or how often they brush their teeth. That, for me, is a significant improvement. Edit Is there a way to disband/form new HQs? I'm a little confused and troubled by the plethora of one division HQs I seem to encounter. Seems like attaching those divisions to other corps HQs would be a lot more efficient. ZombieLenin fucked around with this message at 00:00 on Jan 6, 2016 |
# ? Jan 5, 2016 23:55 |
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HQ only come in as reinforcements for the Germans I believe. I had to strip a bunch of static armies to create formations for my 1942 and 43 offensives.
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# ? Jan 6, 2016 00:21 |
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ZombieLenin posted:Yeah, leaders... After "playing" the first 3 or 4 turns of Barbarossa a bunch of times over 10 hours I haven't even thought about leaders yet. I wouldn't disband HQs but you can re-assign divisions to other corps and have empty HQ shells hanging out back in Warsaw you could use as the basis for new corps as divisions show up.
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# ? Jan 6, 2016 00:42 |
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# ? Jun 6, 2024 00:40 |
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Saros posted:Shall we aim to collect 3-4 people and add a couple of AI for excitement? I'd love to play another, as the current goon game moves at the pace of a snail.
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# ? Jan 6, 2016 00:49 |