SPWaW v5.0 Features page Updated

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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David Heath
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SPWaW v5.0 Features page Updated

Post by David Heath »

We have updated the features page on the SPWaW web site to Rev 3.0. The check out the new features go to [url="http://www.matrixgames.com\games\sp-worldatwar\features.asp"]http://www.matrixgames.com\games\sp-worldatwar\features.asp[/url]

David
Mike Rothery
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Post by Mike Rothery »

More evidence of your excellent work. Its looking very good, and I for one appreciate the care you take in eliminating the less obvious bugs.

Congratulations in advance.

Mike R
MikeR
BA Evans
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Post by BA Evans »

Hi David,

Is there someone on your staff that can explain the new 'Overrun' and 'Melee' features?

How are they different from just shooting at an enemy unit in your hex? Are they used only when units occupy the same hex?

Can they explain what happens when you use these features when more than one unit from both sides occupy the same hex? Such as Fortified German 88, German SMG squad, German HalfTrack at being overrun (or melee'd) by two Russian Partisan squads.

Thanks,
BA Evans

[This message has been edited by BA Evans (edited March 08, 2001).]
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Paul Vebber
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Post by Paul Vebber »

You have to occupy the same hex with an enemy for them to work, 50yrds can be a long way...

THe way it works is you hit alt-m or alt-o to melee or overrun. You take a "gut check". If you fail you get shot at by the enemy and slink back to "your side" of the hex.

If you pass, then the enemy takes a "gut check". If he fails you get a "free melee" against him and he fights back with survivors and a penalty. He then slinks back to his corner of the hex (since nobody can retreat out of an enemy occupied hex - i both cases failure of teh gut check can lead to surrender becasue of that)

IF both pass then you go into "hand to hand" combat. There is a cahnce that attackers will "go berserk" (especially if Japanese or Russian) and get an "extra chance" to pass the gut check if they fail the first time, and a bonus kill chance. Same with an occasional "stubborn defense" if defending.

Each attacking man gets an "attack chance" figured and each sucess is an enemy casualty. You get a bonus for grenades, satchel charges and Flamethrowers. High experience and leadership values will help you. Overrun attack factor is figured as a function of size, MGs, and Main gun HE - plus experience and leadership. THis attack factor attacks each defender, but they get a chance to "save" based on thier experience.

In boteh cases 20-40% casualties will typically result, with surrender at the end a distinct possibilty. The routine was set up so 3 "rounds" should eliminate an enemy wheteher one squad fighting 3 seperate turns, or 3 suads piling on 1 guy, but luck plays a big part. You have to be "normal" ie not pinned, retreated or routed) to intiate melee.

IF a vehicle overruns a gun there is a special chance that it will destroy the gun itself, but if it does so there is a slight chance it can get immobilized in the process.

We were limited by only one round of melee per turn, each squad or vehicle melees seperately, and no way to retreat out for the hex, so giventhat the routine seems to work pretty well.



[This message has been edited by Paul Vebber (edited March 08, 2001).]
heintz28
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Post by heintz28 »

COOOOooL!!!

thanks guys!
Larry Holt
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Post by Larry Holt »

AHHGH, the link does not work for me!

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An old soldier but not yet a faded one.
OK, maybe just a bit faded.
Never take counsel of your fears.
Tankhead
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Post by Tankhead »

Hi larry!

I also have it posted on my site it is on my index page "Home page" Image

Tankhead
Originally posted by Larry Holt:
AHHGH, the link does not work for me!



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Rick Cloutier tankhead@tankheadcentral.com
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http://www.tankheadcentral.com
Tankhead

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Dedas
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Post by Dedas »

Great work guys!

Just one more thing...release the patch now...arrgh!

Thanks for me!
Glory to the brave
Spike
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Post by Spike »

Lookin' great guys! (I was just hit by that surrendering to plane thing a few days ago, and bam it's fixed.. outstanding!)

BTW: David had a couple slashes the wrong way (link didn't work..) should be: http://www.matrixgames.com/games/sp-worldatwar\features.asp


[This message has been edited by Spike (edited March 08, 2001).]
victorhauser
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Post by victorhauser »

Most of the features I saw I liked.

However, I am puzzled about the enormous reduction in AI points available depending on the battle being fought. I have gotten so used to playing against the AI and being greatly outnumbered that I fear that these reductions will make the game too easy. Was the idea behind the AI force reductions to make SPWaW a "beginner's" game?

I also saw the addition of a button that allows a player to select the overall difficulty level for campaigns. Does that button have the effect of giving more points to the AI if a higher difficulty level is chosen? Please say yes.

And Speaking of FLAK...
I note with some despair that no mention has been made that v5.0 will give AA guns kill credit for shooting down aircraft, alas. I have asked for this feature repeatedly since The Creation it seems, but to no avail. I will ask again when v5.1 is underway <sigh>.

[This message has been edited by victorhauser (edited March 08, 2001).]
VAH
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BruceAZ_MatrixForum
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Post by BruceAZ_MatrixForum »

Paul, Dave, Wild Bill and others at Matrix:

Thank you. That's all I am going to say. Image

Bruce
Semper Fi

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"The most important element in war is man. And there are no tougher men than my China Marines." Major Gen. Archer 'Archy' Vandegrift, 1st Marine Division
O de B
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Post by O de B »

Just a question : will the AI use the overrun and melee functions ?
Would be great !
Charles22
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Post by Charles22 »

victorhauser: I agree with you on both points, however the flak aerial kills I can live without. OTOH, I will sabotage our positions here on the AI force reduction. I don't think you managed to catch an "advantage" for the AI in the scheme of the new ratios. Note, that while defense against an assault will likely be extremely easy (being down only 2-to-1 in defense), it will the AI much tougher in the defensive role, because you'll only have that 2-to-1 advantage. While I first thought along your lines, I'm not so sure anymore, because, as I said, there is a good side to it, but I suppose only playing through those ratios will tell the real story.
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Arralen
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Post by Arralen »

Originally posted by victorhauser:
And Speaking of FLAK...
I note with some despair that no mention has been made that v5.0 will give AA guns kill credit for shooting down aircraft, alas. I have asked for this feature repeatedly since The Creation it seems, but to no avail. I will ask again when v5.1 is underway <sigh>.
I'll too - or maybe not. Not worth the effort seemingly - they had every change to put it in, so it might not be possible at all ?!
I also miss the mentioning of the "unit upgrade bug" - sometimes(?) when upgrading units during a campiagn, some units stats as "recon ability" or FC value are changed seemingly at random ( Got 3 recon-tanks per Co. and some FH with FC 3 that way Image ).

No matter how nice the mega-campaigns are, this would spoil them seriously IMO.

.. just my 0,02 EUR of thoughts, though.

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