First impressions here please

Matrix Games and Simulations Canada combine and completely remake two classic NATO vs. Warsaw Pact wargames into a new classic. Based on the original wargames “Main Battle Tank: North Germany” and “Main Battle Tank: Central Germany”, Flashpoint Germany is a new grand tactical wargame of modern combat. Every aspect of modern grand tactical warfare is included, from advanced armor, air and helicopters to chemical and tactical nuclear weapons. Step into the most dangerous war.. . that never was.

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JudgeDredd
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RE: First impressions here please

Post by JudgeDredd »

ORIGINAL: Cpt. Canuck
One question though. I understand the decisions around infantry and don't want to get into the whole leg infantry issue. But, how do I tell if the mech. infantry is dismounted (thus able to use there dismounted weapons) and could I advance on a position with the infantry dismounted?

As soon as a mech unit stops, I believe it's infantry are dismounted (They wouldn't be sitting in the tin cans waiting for trouble in real life - so I believe that's the way it's modelled).

In v1.0.1, you will be able to see the weapons of the infantry carried on a mech unit when you look at the hardware inspector for said unit...you will se a (dis) next to the weapons which mean that is the tools your infantry come with.
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scowlmovement
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RE: First impressions here please

Post by scowlmovement »

Here goes my two cents gentleman.

I truly believe this is the game I've been waiting for for a long time now. I've always been a big fan of the contemporary board wargame (i.e., NATO, Tac Air, Air-Land Battle). When I initially got into PC wargaming, I was in the Marine Corps. I was buddies with one of the S-2 guys in my battalion, and he introduced me to TacOps. It's still an all-time fav, but you had to put so much work in to play. Anyhow, I understand FPG is a sort-of re-hash of an older PC game (?) and still includes elements of everything I love about the genre.

Likes:

-Beautiful maps. Reminds me of a top-down Google Earth map of Germany.

-User-friendly interface. Toned down and low-key. Like TacOps, you don't have to rifle through a bunch of small on-screen symbols to play the game. Everything sort of "flows" nicely.

-Graphics. Surprisingly, I think the graphics won me over initially. Gotta love those old boardgame style counters. And the nifty little animations aren't flashy, but they are effective.

-Gameplay. Very fun and innovative. Easy to get the hang of, but I'm still learning how to master the AI. Lots of different options to play with, but not overwhelming. VERY challenging at times. I've been playing the tutorials over and over, trying new things everytime.

-Sound. Again, subtle yet effective. I actually enjoy the in-game sounds! Realistic and immersive. I was stationed in 29 Palms where the Marines do a LOT of live fire, so I like hearing weapons fire that sounds real.

-Passion. I can feel the "passion" of the developers throughout the game. I can tell they are just as big a fan as we are, and it shines through to the final product.

Dislikes:

-Not many...not very many scenarios included, but I've only been playing the tutorials since I've gotten the game. I haven't cracked open the editor yet, but I really hope to soon. The game has crashed on me at least once already, not sure why. Dismounted infantry issue not so bad, the way that is gamed is done effectively. Crunchies on the way, perhaps?

Conclusion:

I'm very happy with what I've got, and I'm sure I will get hours of satisfaction from this game. Well done, gents!
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CapnDarwin
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RE: First impressions here please

Post by CapnDarwin »

The new game engine has infantry as their own counters. Mounting and dismounting now in there. FPG is a fun game but not very Mod friendly. With the new game we are adding editing to almost every facet of the game. Maps, data, sound, scenarios, campaigns, etc. You will be able to go nuts.
 
Look up FPG scenarios Red Star and White Star. I think you can still find them on the Wargamer site in the depot area.
 
Thanks for you your feedback.
OTS is looking forward to Southern Storm getting released!

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fortyporkpies
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RE: First impressions here please

Post by fortyporkpies »

Howdy!  Judging by the dates on the latest posts, I am a late comer to this wonderful game (FPG).  I have always been a huge wargame fan (well, all games for that matter; I'm a programmer and I have designed [very simple] games on the side when I was in college).  I just downloaded patch 1.13.  After completing most of the prebuilt scenarios, I have now moved on to the editor.

As to my first impressions, I love the simplicity of the user interface and the ease to which one can control an entire Brigade/Regiment/etc and its complementary off-board assets.  The graphics are not bad, although I think that graphics with respect to the format of this type of game are of secondary importance.  The game mechanics are great, I just wish there was more transparency with the combat calculations (like a combat resolution log or something). 


Let me preface the following by saying that I have read all of the provided game documentation and quite a bit of the FPG forum before I registered...

I have a few questions/comments for the developers (I know this is an older game, I imagine you guys are moving on to more advanced games; I don't expect a huge response):

> With respect to altering the default unit tags and unit composition within the full blown scenario editor, the game crashes.  Is the only way around this to a) edit the database file manually; or b) clone the unit to be modified, delete the original and edit the clone?  Or c) only edit the units when you get to the final "entire units in the game spreadsheet"?

> There are some oddities that pop up when I "rename parent unit and give it a new name"; I sometimes get "phantom" units that appear on the screen but are not in the selectable OOB

> Is it possible to edit a unit tag with including an * to denote mixed unit types?

Thanks!





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Mad Russian
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RE: First impressions here please

Post by Mad Russian »

Okay then....imparting my initial impressions.

First thing to do before giving that to you is to PLAY THE GAME a bit and not comment after looking at 5 minutes worth of game time with it.

I Played and mini AAR's for both tutorials and then did a full fledged scenario and AAR.

You can follow how well or poorly I did with my own words and screen shots.

Now, to what I think about the game.

The first thing that strikes me is how easy it is to play. Nothing complicated with everything easily found if you want it. I'm not used to where everything is 100% at this moment but I'm comfortable that I can find whatever I want easily.

After 3 scenarios now, 2 of those tutorials designed to highlight the capabilities of the game, I'm struck with how toothless infantry is in this game. Scale has a lot to do with that. When units are 500 meters apart they have to sit and bang at each other. That's not the way infantry wants to fight. But there seems to be an extremely tank centric base to the game. Where it's felt that tanks are the absolute rulers of the battlefield. I disagree with this view. SOMEBODY has to go take that village and that means boots on the ground. Infantry attack. I don't have that feel in the game. For me personally that takes half of it's potential away.

The AI did a credible job and I was fighting hard to get a Draw my first real scenario. Of course that's as a complete Noob to the game. I have some gaming experience behind me so my tactics should have helped make up for my lack of game mechanics knowledge and I felt it did. I've been playing a lot of WWII lately, PCO in particular, and wanted something different. This certainly qualifies as being different.

I intentionally took 3 different nations in the 3 scenarios. Having done that, I can tell you that there are tremendous nationality differences in the forces. I got a major wake up call when I saw the difference between an A-10 attack and an Alpha Jet attack. Both in results and the ability of the defense to affect the outcome. The Soviet air units seem to have drunk too much Vodka before their missions they have a hard time with air to ground recognition. Much more difficulty than the NATO pilots. Not a bad thing. Just something to keep in mind when you switch sides.

My nickname is the Mad Russian. That came about because wargames often portray Russian/Soviet forces as simply being Western/NATO forces using Soviet equipment. Nothing could be further from the truth. Some of the differences are hard to show in a wargame. Others are hard to swallow for many gamers. For the most part the Soviets have to do better planning because once they start with a plan they keep using it until it breaks or it breaks you.

Which would mean that the delay times for the main assault elements would be about double what they are in this game now. Many gamers wouldn't want to see that. I would. You could make the actual doctrine for the WP an option for those that just want the NATO style of free wheeling command.

In the game where I was Soviets my order delay time was 4 minutes and NATO's was 5 minutes and in the game I was W German the WP delay was 15 minutes and mine was 4. The game I was Soviet should not have had faster delay times than the Americans unless there is another reason not easily ascertained. The game where I was W German seems much better but why the difference?

I did see chemical attacks delivered by both sides by the AI. I don't agree with NATO chemical strikes for the same reason that Robert said he can't see the AI delivering nukes in the game. NATO was extremely reluctant to use chemical warfare for a number of reasons. First was civilian casualties. They didn't want to attack an area where the civilians were guaranteed not to survive those weapons effects. The WP had no such compulsion.

Overall, the game plays well. Fast, easy to find things and make things happen. It's a bit too tank heavy for my tastes but most games are. PanzerBlitz started that trend and it's still alive and well. Map movement controls could be better but they work.

This was a very good choice for me to step away from WWII for a change.

Thanks for your time and efforts.

Good Hunting.

MR



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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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sabre1
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RE: First impressions here please

Post by sabre1 »

Great and through review, thanks Mad Russian!
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Mad Russian
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RE: First impressions here please

Post by Mad Russian »

ORIGINAL: sabre1

Great and through review, thans Mad Russian!

Don't I remember seeing that you had a lot to do with the TO&E's for this game?

Great Job!

When my W Germans showed up in M-113's I was reminded that you shouldn't bring a knife to a gun fight! A battlefield taxi vs an IFV will get your attention quick!

Nice range of units portrayed in the game.

I've fought as US, W German, Soviet and now British so far. The scope and variety is great and from what I can see the unit TO&E's are all spot on.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Vyshka
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RE: First impressions here please

Post by Vyshka »

Mad Russian, was the scenario that had the off delay for the Soviets one of the tutorial scenarios?
"When they get in trouble they send for the sonsabitches" - Adm. King
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sabre1
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RE: First impressions here please

Post by sabre1 »

Mad Russian,

I did not have anything to do with TO&E's. I just enjoyed reading your review, and appreciate the time you took to write it.
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Mad Russian
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RE: First impressions here please

Post by Mad Russian »

ORIGINAL: Vyshka

Mad Russian, was the scenario that had the off delay for the Soviets one of the tutorial scenarios?

Yes, it was Tutorial Scenario 2.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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Vyshka
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RE: First impressions here please

Post by Vyshka »

ORIGINAL: Mad Russian

ORIGINAL: Vyshka

Mad Russian, was the scenario that had the off delay for the Soviets one of the tutorial scenarios?

Yes, it was Tutorial Scenario 2.

Good Hunting.

MR


I will have to run some tests on the other scenarios. I wonder if they just set that in the tutorials to help move things along?
"When they get in trouble they send for the sonsabitches" - Adm. King
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