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.

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Khanti
Posts: 501
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Suggestion wish list

Post by Khanti »

Pz Gren Btn has around 220 recon points (many troops inside).
My version of Auf Abt has around 260-280 points.
Standard Inf Btn has around 80 points.
Standard Tank Btn around 80.
Standard Recon Sqd / Cavalry Sqd aroun 80-100 - should have more than Tank Btn !
Ranger Battalion has 120 (because of many Jeeps, which now has 2 recon points).

American "Recon" Squadrons have the same amount of points as their "Infantry" Battalions. Which is just not, as it should be.
I would replace their trucks (0 points) with Jeeps (2 points). Their low values is caused by smaller amount of troops (every troop has 1 point).

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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: 167
Joined: Fri Oct 07, 2016 6:12 am

RE: Suggestion wish list

Post by JacquesDeLalaing »

I love the fact that air strikes cause traffic points.
But it made me wonder: Shouldn't artillery strikes also cause traffic points? :)
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carll11
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Joined: Thu Nov 26, 2009 2:07 pm

RE: Suggestion wish list

Post by carll11 »

ORIGINAL: JacquesDeLalaing

I love the fact that air strikes cause traffic points.
But it made me wonder: Shouldn't artillery strikes also cause traffic points? :)


Bingo.....H&I Fire is called that for a reason;)
JacquesDeLalaing
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Joined: Fri Oct 07, 2016 6:12 am

RE: Suggestion wish list

Post by JacquesDeLalaing »

It would also solve the issue that currently supply can flow so freely even if enemy troops sit adjacent to the road. If you could use artillery for interdiction, you could interdict supply even if your unit is not positioned on the road directly, but it would be more of a gradual affair rather than a "completely open/completely blocked" thing. And it would come at a cost (supply & readiness loss for artillery).

One could even go as far as to have ordinary ranged fire actions cause traffic points?
FlyingEagle
Posts: 18
Joined: Sun Dec 28, 2014 3:18 pm

RE: Suggestion wish list

Post by FlyingEagle »

Overall, gameplay and atmosphere are great. I really like and recommend this game. It's a big improvement over older operational Bulge games. For me, it hits the nail. It reminds me a lot of the original "The Ardennes Offensive" game from SSG in 1996 or 1997 ("TAO2"), only better :)

The recon, weather, LOS and combat systems are deep and full of choices and possible outcomes, the map and unit representation is gorgeous. You can really immersive yourself to be there in that desparate offensive in the woods and hills of the Ardennes in winter...

Where I'd like to see improvements:

AI
- Most important: Higher priority for defending supply sources/bases and victory locations.
There are often only road block units in the victory hexes while stronger units lingering around in hexes nearby. In many small and medium scenarios I won too easily just by capturing the supply source and weakening the enemy decisively.

- Much less unit splitting.
The AI splits far too many units into task forces / Kampfgruppen. I doing so they cover a larger front line but they also loose nearly all offensive punch and weaken their defensive power.
There are well known phrases from Frederik the Great: "He who tries to defend everything/everywhere, defends nothing at the end!" and from Heinz Guderian: Concentrate/mass your forces, do not spill/splash them ("Klotzen, nicht kleckern!").

- Arty units move much too often. I mostly play the German side and my fear of the American firepower is nearly gone. They show their opportunity fire power too rarely because they are always busy moving around.

Victory Levels
- Higher victory levels for singleplayer, at least in the smaller and medium scenarios. I won a major victory in every scenario I played at the first attempt. It wasn't easy per se and it was fun anyway, but it didn't felt quite right.

A visualization for arty range.
At least for the short-ranged German arty it's a constant matter for the player: How far do I have to move them to be in firing range the next turn? And no, counting hexes is no fun at all ;)

An option to show only arty units in the combat window.
It's a mess sometimes when many direct fire units are also in range but I only want to choose from my arty units.
James Taylor
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Location: Corpus Christi, Texas
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RE: Suggestion wish list

Post by James Taylor »

Get rid of the different branches same equipment designations.

Really, halftracks, opel trucks, RSOs, etc. that are SS, Weh., and Luftwaffe are all the same. Differentiation makes it difficult to distribute the equipment to needful organizations.

Needless micromanagement!

Oh yeah, and while I'm at it, TO&E restrictions don't help either. I spend way too much time in the "Micro" screen.
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ruzen
Posts: 24
Joined: Thu Dec 31, 2020 4:43 pm

RE: Suggestion wish list

Post by ruzen »

Hello cant wait for this to release on Steam in the meantime learning lots of things about the game.
One small thing I wished this game has just to create immersion
Wished there were some randomized minutes when showing the time. Just for the aesthetics in-game or just in reports. The hour will stay the same ofcorse
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Goodenough
Posts: 48
Joined: Mon Jun 20, 2016 1:29 pm
Location: UK

RE: Suggestion wish list

Post by Goodenough »

Overall, gameplay and atmosphere are great. I really like and recommend this game. It's a big improvement over older operational Bulge games. For me, it hits the nail. It reminds me a lot of the original "The Ardennes Offensive" game from SSG in 1996 or 1997 ("TAO2"), only better :)

The recon, weather, LOS and combat systems are deep and full of choices and possible outcomes, the map and unit representation is gorgeous. You can really immersive yourself to be there in that desparate offensive in the woods and hills of the Ardennes in winter...

Where I'd like to see improvements:

AI
- Most important: Higher priority for defending supply sources/bases and victory locations.
There are often only road block units in the victory hexes while stronger units lingering around in hexes nearby. In many small and medium scenarios I won too easily just by capturing the supply source and weakening the enemy decisively.

- Much less unit splitting.
The AI splits far too many units into task forces / Kampfgruppen. I doing so they cover a larger front line but they also loose nearly all offensive punch and weaken their defensive power.
There are well known phrases from Frederik the Great: "He who tries to defend everything/everywhere, defends nothing at the end!" and from Heinz Guderian: Concentrate/mass your forces, do not spill/splash them ("Klotzen, nicht kleckern!").

- Arty units move much too often. I mostly play the German side and my fear of the American firepower is nearly gone. They show their opportunity fire power too rarely because they are always busy moving around.

Victory Levels
- Higher victory levels for singleplayer, at least in the smaller and medium scenarios. I won a major victory in every scenario I played at the first attempt. It wasn't easy per se and it was fun anyway, but it didn't felt quite right.

A visualization for arty range.
At least for the short-ranged German arty it's a constant matter for the player: How far do I have to move them to be in firing range the next turn? And no, counting hexes is no fun at all ;)

An option to show only arty units in the combat window.
It's a mess sometimes when many direct fire units are also in range but I only want to choose from my arty units.

I'm with FlyingEagle, agree wholeheartedly with all points.

Just finished Wacht am Rhein scenario, terriffic experience but would love to see the AI defend important towns and villages better. Too often VP locations were empty.

Artillery is deadly especially in large concentrations. A visual range option would be nice. I sometimes found Artillery units obscured from the combat window so an Artillery only option would be good.

One point of my own is that in the main WaR scenario it is possible to push along the map edges, North and South which prevents the Allies from entering along those edges. I don't think anything can be done with the current game but a German no go zone of 3 or 4 hexes along North and South map edges would force the Germans to commit to a more historical defence in those areas.

I also loved SSG's Ardennes Offensive, but this game is something special. The scale is amazing, the map detail and size is great. A truly fantastic game!



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Marc1314
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RE: Suggestion wish list

Post by Marc1314 »

sorry repeat post deleted
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Marc1314
Posts: 66
Joined: Sun Apr 24, 2016 8:17 pm
Location: Irvine, Scotland.

RE: Suggestion wish list

Post by Marc1314 »

sorry forum error made repeat post
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Marc1314
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RE: Suggestion wish list

Post by Marc1314 »

I'd like the option to change the colour of each nations frontlines as they are sometimes hard to see depending on time of day and the terrain. I'm going to try and mod it myself in the meantime but having the choice of two or three colours and also different colours for each side would be great!

Also need to change the stuka sound from the allied air drops
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Goodenough
Posts: 48
Joined: Mon Jun 20, 2016 1:29 pm
Location: UK

RE: Suggestion wish list

Post by Goodenough »

I'd like the option to colour/color the divisional/corps colours.

Occasionally there is a Fallschirmjager blue that looks like (I think ) 8th US corps colours.

A minor request but it'd please me no end :)
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Goodenough
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Location: UK

RE: Suggestion wish list

Post by Goodenough »

I'd like the option to colour/color the divisional/corps colours.

Oh dear, red face time :)

I've just learnt that you can change Corps and Divisional colours. Just click on the HQ of choice in the Bottom Window and choose a colour.

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Hoyt Burrass
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RE: Suggestion wish list

Post by Hoyt Burrass »

I agree with those that are having difficulty getting an overview picture of the map and deployments....don't get me wrong, I like the game, and appreciate the wealth of information that is available in game....but, at max zoom out...it just gets cluttered and unreadable for me...and at max zoom in, the view is too limited...but for me the improvement I would like to see is highlight formation....
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Jagger2002
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RE: Suggestion wish list

Post by Jagger2002 »

One, it would be interesting to have all units exposed at the completion of the game so that I can review the situation of the opponent at end of game.

Two, more often I am using both priority reinforcement and no intercept fire but unless I write those specific units down, I lose track of those units. It would be very helpful if the game would provide a list of units with non-standard changes to their standing orders. Having to write down those units is a pain in the neck.
Scarz
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Location: Dallas Texas

RE: Suggestion wish list

Post by Scarz »

edit, wrong post
"When in doubt, lash out."
Scarz
Posts: 385
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RE: Suggestion wish list

Post by Scarz »

...
"When in doubt, lash out."
Scarz
Posts: 385
Joined: Mon Dec 20, 2010 4:40 am
Location: Dallas Texas

RE: Suggestion wish list

Post by Scarz »

For some reason post for another page keep going here...sry for the edits.
"When in doubt, lash out."
Scarz
Posts: 385
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RE: Suggestion wish list

Post by Scarz »

I agree on the hotkeys, especially to remove the units to see map terrain.

But after playing the US in the campaign game, the frozen or unreleased units need an icon showing they are still frozen. I have to spend way too much time looking for units that may have released each turn.

A little red circle with a line through it on the unit until it has been released would really help.
"When in doubt, lash out."
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ernieschwitz
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RE: Suggestion wish list

Post by ernieschwitz »

ORIGINAL: Jagger2002

One, it would be interesting to have all units exposed at the completion of the game so that I can review the situation of the opponent at end of game.

Two, more often I am using both priority reinforcement and no intercept fire but unless I write those specific units down, I lose track of those units. It would be very helpful if the game would provide a list of units with non-standard changes to their standing orders. Having to write down those units is a pain in the neck.

I think One could lead to some cheating in PBEM...
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