Some game play issues

Piercing Fortress Europa is a new game from veteran game designer Frank Hunter, which covers the campaigns of the Western Allies from July, 1943 through the end of April, 1945 in Sicily and Italy. Each area has its own map and time scale to best represent the campaigns for Sicily and Italy and the player is offered complete freedom, limited only by a historical order of battle and logistics model, to plan his operations and explore all of the many “what ifs” that the Italian theater has to offer.
Rosseau
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RE: Some game play issues

Post by Rosseau »

It is not like Matrix to let things go indefinitely. There also may be circumstances beyond everyone's control. I recall the long waits for Combat Command patches, but they came. Of course, I haven't devoted 100s of PBEM turns to this game, either.

Just a gentle reminder to Matrix that this is not an $8 Frontline: Road to Moscow port (a surprisingly fun game, btw). Loyal customers paid top dollar for this product. We see the company going in different (and I assume, quite profitable) directions with Steam and Apps releases. In my mind, it is 100% Matrix's responsibility - not the dev's - to see this game gets the attention it deserves. And I'm confident they will support Frank in every way possible, whether it sells like hotcakes or not.

It's to this larger issue that I post, and I'm sure my concerns about Matrix losing any focus on its core customer base are unfounded.
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jack54
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RE: Some game play issues

Post by jack54 »

I totally agree with the initial post...hopefully Frank can look into the stacking rules during reinforcement/withdrawal.

I am also particularly frustrated by the forced Attack/Withdraw situation... I see no reason that 2 size 3 units next to a size 1 enemy must either attack or withdraw i.e. move backwards. 1 of the larger units should be able to move in another direction while the other entertains the smaller enemy unit.

I see tremendous potential with this game but only boot it up once in a while due to these issues.
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Michael T
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RE: Some game play issues

Post by Michael T »

Also if a stack is attacked does it lose its zoc for that turn? I have noticed that sometimes enemy units seem to slip thu interlocking zocs when my units are attacked. Is this WAD or some bug I am seeing?

See first post in this thread.
FrankHunter
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RE: Some game play issues

Post by FrankHunter »

When a unit is under attack it loses its ZoC temporarily.

I've been thinking this should be changed so that the unit only loses its ZoC if the unit is forced to fallback.
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Michael T
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RE: Some game play issues

Post by Michael T »

So I was correct. But this is not in the manual Frank.

Anyhow I would like to see a change here to what you suggest. Otherwise holding a line will be impossible versus a wily opponent.
FrankHunter
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RE: Some game play issues

Post by FrankHunter »

It certainly is a bit more difficult. Enemy units can't infiltrate all the way past your position but that rule does allow them to get into hexes where the defender's possible retreat paths are more limited and it gives the attacker more hexes to attack from in future turns.
wadepm
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RE: Some game play issues

Post by wadepm »

I think that maybe we need to rethink the stacking rules, particularly what it means to have a stacking limit at all. What is the size of a hex in the game? I estimate that it is about 12-15 km. That is a lot of space -you could put a good portion of the German army in there at parade rest. Of course, at that density they wouldn't be able to fight very effectively, if at all. In the game you can fit 2 and 1/2 divisions in an open hex, that seems a little light, especially on the offensive.

I propose that we do away with stacking limits to a certain extent and instead focus on the number of strength points that can effectively be used to attack or defend a hex. In thus way the hex can be "over" stacked in preparation for a withdrawal of some of the forces. You could also apply a disruption hit to simulate the lack of cohesion when things get crowded. The stacking point value on the unit can still be used to give an idea of when a hex starts to get crowded and the disruption penalty starts to take effect.
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