to the poeple at matrix on version 5.3
Moderator: MOD_SPWaW
To BigBill:
Hmmm, well maybe the infantry toughening had the unexpected effect of making already tough infantry practically invincible. I'm not saying a little tweaking isn't in order, but this is the best version yet in my eyes.
I guess when you make a tweak on one thing like infantry, it's hard to predict how it will effect every facet of the game. In any case, I'm sure they'll do the right thing.
Though I have to tell you, the Russians were wiping up my SNLF squads. They were my hardest hit. Those friggin' Maxims are nasty!
Hmmm, well maybe the infantry toughening had the unexpected effect of making already tough infantry practically invincible. I'm not saying a little tweaking isn't in order, but this is the best version yet in my eyes.
I guess when you make a tweak on one thing like infantry, it's hard to predict how it will effect every facet of the game. In any case, I'm sure they'll do the right thing.
Though I have to tell you, the Russians were wiping up my SNLF squads. They were my hardest hit. Those friggin' Maxims are nasty!
"Conan, what is best in life?"
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women!"
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women!"
Hey chin the US and Canada are doing fine against the Japanese. The secret is you opfire them when the enemy Infantry is on the move. You then hit them with some arty or mortar fire. The longest a pinned enemy has held on for me with this is 6 rounds.Originally posted by TheChin:
To BigBill:
Hmmm, well maybe the infantry toughening had the unexpected effect of making already tough infantry practically invincible. I'm not saying a little tweaking isn't in order, but this is the best version yet in my eyes.
I guess when you make a tweak on one thing like infantry, it's hard to predict how it will effect every facet of the game. In any case, I'm sure they'll do the right thing.
Though I have to tell you, the Russians were wiping up my SNLF squads. They were my hardest hit. Those friggin' Maxims are nasty!
I really like to advance some mounted infantry if the battlefield allows. You drop down to melee, and then hit them with your apcs for the old overrun. Poor guys never know what hit them.
If it were as easy to kill Infantry as some think I guess World War 1 was over in a few months right? I mean they didn't have tanks at first. No tank no super weapon, but the rifle was just as lethal according to some.
To Sven:
I know what you mean by mounted Infantry. I love having halftracks as support. I've never played the Japanese before and at least in 39, they have no mounted infantry. I guess it makes sense if most of their combat is in a jungle environment. With rarity on you can't even get enough trucks to shuttle 'em around. One hex at a time movement is tedious!
I know what you mean by mounted Infantry. I love having halftracks as support. I've never played the Japanese before and at least in 39, they have no mounted infantry. I guess it makes sense if most of their combat is in a jungle environment. With rarity on you can't even get enough trucks to shuttle 'em around. One hex at a time movement is tedious!
"Conan, what is best in life?"
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women!"
"To crush your enemies, to see them driven before you, and to hear the lamentation of their women!"
Because the little Buggers SPOT EVERYTHING you do hehehOriginally posted by Panzer Captain:
Perhaps i am missing the significance of the issues here, but from a tactical point of view, why would anyone committ 3 squads and a tank crew to eliminate a 3-troop contingency when there are far more important objectives to attain in the oveall scheme of things?
Panzer Captain
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Joe Osborne
- Posts: 98
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- Location: Somewhere on a beach
- Contact:
YES,YES,YES,!!!!!!!Originally posted by TheChin:
It's another case of people unwilling to change their tactics to suit their enemy. I for one, would not want any of these people giving up on 5.3 to be Generals in my countries army. The first curve ball the enemy would throw at them and they would quit.
Alt-O,Alt-F...Use It, Live by It, Win by It... at least where infantry is concerned.
One thing I love about 5.3 is that tanks have assumed their real role, Infantry support. They aren't WWI biplanes out duelling other tanks in some kind of romanticized dance. They are there to provide hardened gun support so that the infantry can take ground and hold it.
I couldn't agree more....There are 3 basic ways to use armor....a coup de main where you drive it through a hole in the defense and grab objectives behind enemy lines, a flanking attack against enemy armor, combined arms attack in support of infantry.
When you think of it the role of armor in WW2 was not too much different than good sound cavalry tactics from Jeb Stuart and Phil Sheridan in the Civil War.
Joe Osborne
Some very intelligent, rational points of view have been brought forth here. Nice to deal with problems in that kind of environment.
Success against smaller units seems to be the major, perhaps the only issue here. I think that can be fixed...and will be.
We are working on it.
Realism demands a price. Sometimes that price is "frustration."
As veterans have attested and history confirms, war is not only "hell" but very
"frustrating."
Wild Bill
Success against smaller units seems to be the major, perhaps the only issue here. I think that can be fixed...and will be.
We are working on it.
Realism demands a price. Sometimes that price is "frustration."
As veterans have attested and history confirms, war is not only "hell" but very
"frustrating."
Wild Bill

In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
- Charles2222
- Posts: 3687
- Joined: Mon Mar 12, 2001 10:00 am
A Tactical Suggestion:
I won't say 5.3 is great or that it's a flop as I haven't played enough to really know. From what I've played it's mostly infantry in the open. I fight 95% with my AFVs, at least for the 9/39 fighting I'm so familiar with.
This is a suggestion I've started using on 5.3, which never came to me before this version. What I will try to do is concentrate fire on two or three infantry units, usually the ones who are ringing up the highest percentages of to-hit. Fighting the way I do, and under these circumstances, I would've thought somebody was kidding if they said infantry was too tough, but again, I admit I play perhaps a bit oddly. Anyway, when you concentrate on the unit with very high to-hit, you can often wipe him out in one turn, and then it's on to the next unit. Often by the time the first unit has succumbed to maybe 6 or 7 units fire (tanks and MGs in my case), the unit that was so difficult moves to a spot where he can be annihilated (when they're the aggressor). In any case, imagine you're fighting a platoon at a time. If you find one in a stone building while the others are nothing special, go for the nothing special and MOVE them. Naturally you would prefer to wipe them out, but you achieve a considerable victory in moving them while toughie boy stays behind. Since every unit can rally toughie boy, it's important to isolate him from his friendlies. Even if he's in a bunch of units, moving out 5 easy to move units is 5 less units that can rally him when you decide to concentrate on him. From the way I figure it, no infantry unit, suppression-wise, can stay in the tough spot if it's cut from friedlies if you have 6 or 7 units firing on it. In that situation, toughie boy hangs tough 3 turns tops, and probably is done after two. Do remember one thing also, it is possible to "over-suppress" the enemy. In other words, try to imagine how much fire, from what size of weapons generates what amount of suppression on a given unit, so that you don't commit too much fire when trying to cause suppression. 6 or 7 units is usually excessive to get them to 99 in one turn, particularly if you manage a kill or two in the bargain. If you don't know what kind of weapons cause what kind of suppression, you can get some decent guesstimates by observing your own troops taking fire. Different nationalities will suppress differently, and although I don't know the formula offhand the generally poorer quality nations will suppress all the easier.
Now question time: Is it possible for a very experienced unit to have a 99 rally rating?
I won't say 5.3 is great or that it's a flop as I haven't played enough to really know. From what I've played it's mostly infantry in the open. I fight 95% with my AFVs, at least for the 9/39 fighting I'm so familiar with.
This is a suggestion I've started using on 5.3, which never came to me before this version. What I will try to do is concentrate fire on two or three infantry units, usually the ones who are ringing up the highest percentages of to-hit. Fighting the way I do, and under these circumstances, I would've thought somebody was kidding if they said infantry was too tough, but again, I admit I play perhaps a bit oddly. Anyway, when you concentrate on the unit with very high to-hit, you can often wipe him out in one turn, and then it's on to the next unit. Often by the time the first unit has succumbed to maybe 6 or 7 units fire (tanks and MGs in my case), the unit that was so difficult moves to a spot where he can be annihilated (when they're the aggressor). In any case, imagine you're fighting a platoon at a time. If you find one in a stone building while the others are nothing special, go for the nothing special and MOVE them. Naturally you would prefer to wipe them out, but you achieve a considerable victory in moving them while toughie boy stays behind. Since every unit can rally toughie boy, it's important to isolate him from his friendlies. Even if he's in a bunch of units, moving out 5 easy to move units is 5 less units that can rally him when you decide to concentrate on him. From the way I figure it, no infantry unit, suppression-wise, can stay in the tough spot if it's cut from friedlies if you have 6 or 7 units firing on it. In that situation, toughie boy hangs tough 3 turns tops, and probably is done after two. Do remember one thing also, it is possible to "over-suppress" the enemy. In other words, try to imagine how much fire, from what size of weapons generates what amount of suppression on a given unit, so that you don't commit too much fire when trying to cause suppression. 6 or 7 units is usually excessive to get them to 99 in one turn, particularly if you manage a kill or two in the bargain. If you don't know what kind of weapons cause what kind of suppression, you can get some decent guesstimates by observing your own troops taking fire. Different nationalities will suppress differently, and although I don't know the formula offhand the generally poorer quality nations will suppress all the easier.
Now question time: Is it possible for a very experienced unit to have a 99 rally rating?
AFAIK infantry is either considered 'in cover' or not. However this when you are in cover you are generally only covered from fire from some directions. If another group of men flank you then you should be vulnerable to their fire.
Making this 'fix' should make the game more realistic and stop all these problems associated with mopping up small groups since you can just attack them from multiple sides.
Making this 'fix' should make the game more realistic and stop all these problems associated with mopping up small groups since you can just attack them from multiple sides.
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MalleusDei
- Posts: 50
- Joined: Fri Apr 27, 2001 8:00 am
- Location: Baton Rouge
Krull:
I confess: I didn't do 42 tears; I do have fewer purple hearts than you do; I only had the divisional 4 day scout/sniper course (and you may have even taught it), and the only guy I know who came back from the Chosin Reservoir was our colonel. But, on the other hand, give me a competent squad (or even a good fire team) and an LOS to a spotted infantry target and that target is going down.
I confess: I didn't do 42 tears; I do have fewer purple hearts than you do; I only had the divisional 4 day scout/sniper course (and you may have even taught it), and the only guy I know who came back from the Chosin Reservoir was our colonel. But, on the other hand, give me a competent squad (or even a good fire team) and an LOS to a spotted infantry target and that target is going down.
First of all, let me say that the initial post in this thread was NOT in keeping with the atmosphere the guys at Matrix and us fans have engendered here in the forums. If you want to raise hell about the game and how it's no longer "fun", go somewhere else. I don't need to read the vitriol that has been spewed out by someone who wants an arcade game, where they get to be the winner every time.
This is war. War means killing. Kiling means dying.
This game has, at this time, reached a point of realism that no other game that I am aware of has reached. And I've been a wargamer since the early '70s. This step has been long in coming....and I, for one, am glad of it.
I used to get bored, watching my troops slaughter the opposing forces...my losses were less than 1/100th of the opposition. Not realistic. How many turns does it take to kill over 1000 men and tanks? Not many, in the days of 5.0 and earlier.
Well, sir, take your toys and go home. Find a nice quiet corner, and sulk. The rest of us will continue the war, and you won't be missed. I guess some people just don't have the moxie to face up to a real opponent.
This is war. War means killing. Kiling means dying.
This game has, at this time, reached a point of realism that no other game that I am aware of has reached. And I've been a wargamer since the early '70s. This step has been long in coming....and I, for one, am glad of it.
I used to get bored, watching my troops slaughter the opposing forces...my losses were less than 1/100th of the opposition. Not realistic. How many turns does it take to kill over 1000 men and tanks? Not many, in the days of 5.0 and earlier.
Well, sir, take your toys and go home. Find a nice quiet corner, and sulk. The rest of us will continue the war, and you won't be missed. I guess some people just don't have the moxie to face up to a real opponent.
OK about sdpotting and firnig different. I tend to like the less people in unit harder to kill ,bbut only because it tend to save the life of my tank crew. But just overrun them and they are gone. I quite never melee simply because it tend to hurt me as much as the ennemies.
Paul I had a question, I know the new FD bonus give more effeciency when you hit a *bunch* of ennemies, causing massive casualies. Did you check how this applyed to ennemy 1 to 3 squad ? Perhaps this is the pb such as rendering them impervious to a successfull FD check because they numer less than the amount of casualties caused.
Paul I had a question, I know the new FD bonus give more effeciency when you hit a *bunch* of ennemies, causing massive casualies. Did you check how this applyed to ennemy 1 to 3 squad ? Perhaps this is the pb such as rendering them impervious to a successfull FD check because they numer less than the amount of casualties caused.
hmmm, 5.2/3 sounds intriguing. I'll have to load it tonight and give it a whirl.
Heh, it's funny. On the one hand i've always been in the camp that's commented on the tendancy for the SP engine WAW is based on to allow single kills a little too much, even in cover terrain so in that sense the new infantry rules sounds like a definate step in the right direction.
On the same token though i'd hate to see WAW's infantry model turn into another SP:WWII where the infantry, even in clear terrain was ridiculously resilliant....even against elite troops armed with flamethrowers!!!
Tweaking though, is a good thing, so i know i'm not quitting. I'm enlisted for the duration too.
(and my Mega-campaign finally arrived too!! whoo hoo)
[ July 02, 2001: Message edited by: Nikademus ]
Heh, it's funny. On the one hand i've always been in the camp that's commented on the tendancy for the SP engine WAW is based on to allow single kills a little too much, even in cover terrain so in that sense the new infantry rules sounds like a definate step in the right direction.
On the same token though i'd hate to see WAW's infantry model turn into another SP:WWII where the infantry, even in clear terrain was ridiculously resilliant....even against elite troops armed with flamethrowers!!!
Tweaking though, is a good thing, so i know i'm not quitting. I'm enlisted for the duration too.
(and my Mega-campaign finally arrived too!! whoo hoo)
[ July 02, 2001: Message edited by: Nikademus ]
Wow. What a thread. TheZel didn't know what he was starting. The post may have been a bit rash. I certainly don't agree with him, I like the response tho. Spwaw gamers are pretty dedicated. I just have to say that I've had no difficulties with 5.3. My feelings are now that I actually use anti-infantry tactics, and sometimes I don't have adequate anti-infantry resources on hand and have to pass up some bad guys. It's just fantastic. Infantry aren't hard to kill, it just takes time and costs friendly casualties to do it.
Tomo
Tomo
- David Heath
- Posts: 2529
- Joined: Wed Mar 29, 2000 5:00 pm
I don't see what the problem really is!? This is a great game and these guys are doing a great job. If you don't like the how your weapons/troops are killing, I've found that in the past if I thought a weapon was too good or bad you can change it's strenght in the OOB editor, tell me of another game which you can do that!!!! v 6.0 sounds like it will fix some things which I've fixed that way and infantry will finally be as close to perfect as you will get at this scale. BZ to the Wild Bill and his Raiders yet again 
Ya only live til ya die!
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Kluckenbill
- Posts: 258
- Joined: Wed Jun 07, 2000 8:00 am
- Location: Lancaster, PA, USA
I too was thoroughly disgusted with my first attempt to play 5.3. However, after reading all the positive posts I figured that I must be missing something so I'm sticking with it for now anyway.
I've listed some of my own experiences on another thread,http://www.matrixgames.com/cgi-bin/ulti ... 005885&p=2 where I fired at one Russian squad 45 times, 13 times from the same hex with little efect.
I'm fully aware of the need for combined arms but I'm left with two real problems:
1. Its just no fun to keep shooting at the same unit again and again!
2. Absent an enormous amount of indirect fire artillery, its not possible to maneuver about the board and capture 4 or 5 different victory areas when a competent infantry opponent is dug in near each of those areas. It just takes too long and I run out of time.
I'm hanging in there, hoping that 6.0 fixes these problems.
I've listed some of my own experiences on another thread,http://www.matrixgames.com/cgi-bin/ulti ... 005885&p=2 where I fired at one Russian squad 45 times, 13 times from the same hex with little efect.
I'm fully aware of the need for combined arms but I'm left with two real problems:
1. Its just no fun to keep shooting at the same unit again and again!
2. Absent an enormous amount of indirect fire artillery, its not possible to maneuver about the board and capture 4 or 5 different victory areas when a competent infantry opponent is dug in near each of those areas. It just takes too long and I run out of time.
I'm hanging in there, hoping that 6.0 fixes these problems.
Target, Cease Fire !
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Gavris Narcis
- Posts: 303
- Joined: Sat Aug 19, 2000 8:00 am
You're right. That was and still is the reality of war. Especially of WWII. In my opinion the 5.2+ is a major upgrade of the game. Good work make this Matrix team.Originally posted by General Mayhem:
True, but I'd add artillery with infantry. First time I feel infantry is right way vulnerable and same time real pain in the ass. It's really vulnerable if in move,
but if fortified hard to get to move, tieng
lot of resources.
Leo.




