Obligitory Initial Impressions Thread

WW2: Road to Victory is the first grand strategy release from IQ Software/Wastelands Interactive, which covers World War II in Europe and the Mediterranean. Hex-based and Turn-based, it allows you to choose any combination of Axis, Allied, Neutral, Major or Minor countries to play and gives you full control over production, diplomacy, land, air and naval strategy. Start your campaign in 1939, 1940 or 1941 and see if you can better the results of your historical counterparts. A series of historical events and choices add flavor and strategic options for great replayability.
Lucky1
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RE: Obligitory Initial Impressions Thread

Post by Lucky1 »

Am I missing something? I think stacking opens up a huge can of worms for this game (how to spread damage etc) I am not sure that it adds anything. Stacking might be more relevant when there are fewer hexes....  I reckon the developers ought to concentrate on fixing what has already been developed (and which has a lot of promise), rather than remake what is here.... Action points also allow one to move units out of the way or to push through to exploit.....
TPM
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RE: Obligitory Initial Impressions Thread

Post by TPM »

Well, you've got some good points there. I guess the stacking thing wouldn't be too big of deal with me if you could still concentrate a large number of forces in a small area, which as you say, could be done by moving units out of the way, etc. I still think stacking would be "better", but you've given me something to think about.

ORIGINAL: Lucky1

Am I missing something? I think stacking opens up a huge can of worms for this game (how to spread damage etc) I am not sure that it adds anything. Stacking might be more relevant when there are fewer hexes....  I reckon the developers ought to concentrate on fixing what has already been developed (and which has a lot of promise), rather than remake what is here.... Action points also allow one to move units out of the way or to push through to exploit.....
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RE: Obligitory Initial Impressions Thread

Post by jeffreysutro@jeffreysutro.com »

[font="Times New Roman"]To me stacking is not a deal breaker in an otherwise good game, but it would give much improved ability to concentrate forces for attack or defense. Simply the ability to stack two divisions together would be a substantial improvement. Damage could be allocated proportionately to the strength of the units, as is done in some other games.

The designers did however state, in another thread, that the manner in which units and hexes are handled by the game engine would make it very difficult to program in stacking, so (unfortunately) it is not something they are able to include in this game. However, the ability of units to move freely through other units, the ability to conduct multihex attacks, and the ability of units to continue moving subsequent to combat (if they have action points left) does allow you to exploit breakthroughs and conduct "blitzkreig" type attacks. This is something that other games (eg. Strategic Command) do not handle as well, so I'm grateful for the increased realism given us in this game.
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doomtrader
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RE: Obligitory Initial Impressions Thread

Post by doomtrader »

Indeed, you can easily use panzercorpsgroups to break trough and move forward behind enemy lines and then once again attack second line units.
Plainian
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RE: Obligitory Initial Impressions Thread

Post by Plainian »

ORIGINAL: doomtrader

Indeed, you can easily use panzercorpsgroups to break trough and move forward behind enemy lines and then once again attack second line units.

True but I still think a Merge/Split option would have been nice. Harder to program/code I agree. Possibly making the game to flexible so that players had too many choices? (anyone who has tried Schwerpunkts game AGW will understand this)
But it would have helped offset the lack of stacking.
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doomtrader
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RE: Obligitory Initial Impressions Thread

Post by doomtrader »

I'm not concerning about the players.
I'm worried will the AI be able to use it. I don't want this feature to be an exploit.
That's from the coding point of view.

From designers, hmmm... really not sure.
Mickrocks201
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RE: Obligitory Initial Impressions Thread

Post by Mickrocks201 »

[font="arial"]Has anyone found any real reason for the axis to do anything in North Africa?  I have played the games several times and once the brits move major fleet elements into the Med it is too risky to transport any new units to Tripoli or Trobruq ( I know they are called by different names in the game, but that is not my fault).   Since the brits get to create new units in North africa and the Axis don't, there is just too much of an advantage for the brits.   It seems best for Italy to spend the points reinforcing the italian landing points with strong units and sending more units to russia and just let North Africa go as not worth any effort.

I tried creating a bunch of Axis level one divisions and transporting them to North Africa (since losing most of them would not be crippling if intercepted by the british fleet).  Then I started leveling the ones that survived and turned them in corps.  You can do this a few times before the Italian navy is sunk escorting them. This seemed one way to meet the Brit advantage.  But they were all wiped out by mid-42 and the Italians spent alot of points on transports to keep them supplied - I was often losing 15-20 transport points a turn.  Bad investment.
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wurger54
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RE: Obligitory Initial Impressions Thread

Post by wurger54 »


[quote]ORIGINAL: pasternakski

2. No Malta? You've got to be kidding. No Malta in a game covering World War II in Europe? C'mon.


[8|] Been waiting for a game of this scale for many years. HPS never added to its 'First Blitzkrieg' offering. Figured CWIE II would have to suffice. I almost bit on this. However no Malta means a MAJOR miss by the designers. [X(] My money will remain in the piggy bank. [:D]




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Erik Rutins
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RE: Obligitory Initial Impressions Thread

Post by Erik Rutins »

Malta was added in the first update.
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