TheGreatNewFront needs to be much longer

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GiveWarAchance
Posts: 572
Joined: Tue Feb 10, 2015 10:42 pm

TheGreatNewFront needs to be much longer

Post by GiveWarAchance »

I finished The Great New front as Germany and got a very strong win because the British did not have enough time to land.
It is only 12 turns so only a tiny portion of units on both sides were able to engage.
I think this scenario should be at least 50 turns or more so the allies can land properly and Germany is able to move their reinforcements up to the combat area.
Most of the allies are still in boats while my Lehr division is still way south making the long trip up north to the action. Seems odd to have them in the game when it is impossible to reach the front.
But it is easy to fix by adding on many turns. I think 60 turns would be good.
The British are stuck on the boats but my coastal units are very depleted so the British could easily land more stuff if they had more time.
For me it was impossible to do anything about the massed British paratroops behind our lines because of lack of time.

Here is a picture at the end of last film. Lehr is too far south to be seen.

https://imgur.com/a/WCSE5SD
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Timian
Posts: 245
Joined: Sat Sep 14, 2013 6:53 pm
Location: Tucson, AZ

Re: TheGreatNewFront needs to be much longer

Post by Timian »

Try “Invasion Sie Kommen” (30 turns *as I recall*) or - if that’s not enough - the Campaign Game. Don.
GiveWarAchance
Posts: 572
Joined: Tue Feb 10, 2015 10:42 pm

Re: TheGreatNewFront needs to be much longer

Post by GiveWarAchance »

I am playing the Americans Link up scenario.
I found 2 bugs in one move:

see the screenshot....
https://imgur.com/a/F6W0vCd

The yellow hex has my German artillery in it. This arty was just before safe in the hex with the strong infantry above the large US airborne stack. I tried to bombard the enemy stack but instead my arty jumped onto the enemy stack which makes no sense at all. I pushed the R key off & on but the arty was fully committed to move onto the enemy stack instead of bombard it.

With my arty on top of the enemy stack, I pushed U to undo it and the game tossed my arty into the swamp on the right side of the stack so the US can kill it for free on their turn. Even worse, the random moves used up the arty movement. This is a very weird undo bug that happens often to me - the undo tosses my unit in a random direction. I know I should not rely on undo for bad moves, but it was not my fault the game put my arty on top of the enemy stack instead of just shooting at it normally.

The undo function is vital in this game cause it is easy to misclick or have something random happen to my unit that I never intended do.
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Saint Ruth
Posts: 1542
Joined: Wed Dec 16, 2009 1:39 pm

Re: TheGreatNewFront needs to be much longer

Post by Saint Ruth »

Yep, Undo should, well, as you say, undo the move :) , not move it in a random direction.

If you move the cursor over the artillery unit, it should show any move orders it has. So does it have move orders?
You can also use backspace to remove one move (if say it's moving through multiple hexes).

So I guess you moved the german artillery unit onto the allied stack instead of doing a ranged attack. Pressing R allows the artillery to go into "ranged attack mode" but moving units cannot do ranged attack so pressing R should have no effect there.

How are you moving? I presume you're using Click move and not drag and drop?

I've tried to replicate this but I can't. How are you assigning artillery attacks? What keys are you pressing? R? Or just left left clicking the hex after you select the unit?
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