ORIGINAL: LoBaron
This really looks interesting Jeff! Good ARR, will follow this for sure.
How is the complexity with regards to unit attributes? Does it simulate stuff like ammunition consumption and different equipment or is it more high level like in WitP?
How much time do you usually spend on a turn in a scenario as this one?
Thank you for the comment. I am glad you asked, and glad this is spurring interest.
I feel like this game is a hidden gem. I really do. Excellent tactical level WW2 game..best in my opinion that isn't real time.
All units are represented in this game with a wide variety of attributes. The games smallest unit is a platoon that is generally 6 infantry men inside the platoon for example. Individual leaders are represented as well. There is also a chain of command that I don't think really matters, but I tend to keep them together for historical sake during the game. There are armor facing effects and soft and hard attacks with different ranges. All very very simple to understand however. There is also a range of sight that is effected by the terrain and elevation changes. This can be used to a huge advantage during the opponents turn for ambushes for example. It does stimulate ammunition consumption to a point. Like mentioned above, you have headquarter units that must be "in range" of any unit to supply them. The higher the HQ, the larger its range. Btl all the way up to Army HQ...Army HQ covers the entire map, no need to move it. Artillery is represented all the way down to the mules to carry them in some scenarios. Overall, it is the one game I have never uninstalled from my computer since the day I bought it. Music is kind of catchy too. It is an IGO-UGO system. PBEM is a lot of fun.
Here is a map below with a few notes to familiarize yourself, and I'll post some more with gun range examples and LOS examples.
This is the main screen of all of the choices available, and where you will spend your most time. There is also a zoomed out 2D map that is very useful on the larger scenarios, which I don't care to play. I like the smaller battles as they make you think more IMO.
On the map is a line of American vehicles. Tanks, Tank destroyers, HQ, Commanders, Halftracks, and AA Halftracks. Note the terrain and the many different roads, hexside details and hex details (orchards, trees..yada yada) It doesn't take a genius to figure out a wooded area with a road higher up is an excellent place to put your men in.
On the top right (Y) is the quick pop up menu for every unit you select. It gives you a list of information about said unit. Strength is the number of tanks in this certain platoon. Action is the total action points available per turn. Assault is how well the unit assaults. Defense is defense. Fire cost is how much of your action points it costs to fire every time. If a unit doesnt move in a turn, it can fire twice 99% of the time. Some MG platoons can fire three times. Morale is morale...it turns red and his higer if a commander is in the same hex...they help defense and add to assault values when assaulting. The bar on the bottom is the action points which you will look at the most..when gone, your unit is done for the turn. The white bar is 35 for this unit, which is a quick glance to let you know how much action points you can use up in order to still fire after moving. Pretty cool.
Down on the bottom is a wide variety of buttons you will use throughout the game.
A allows you to switch between movement or firing mode. I never use it as the keyboard shortcut is control to switch back and forth.
B brings up a quick menu to find all friendly artillery on the map, and allows you to place firing spots from there. Very very handy, especially for off map artillery.
C is the button to load/unload infantry/artillery/mortars...anything that can be loaded up. Units that can load troops will have a helmet icon in the popup menu (Y) filled in when loaded, opaque when empty)
D allows certain units to attempt to improve a position (dig in)
E double quick units..I never use this
F Save APs for firing. By selecting this, it will allow you to move your unit as far as possible, and still save APs to fire.
G same as F except for unloading/loading units
H resolves the current assault. *to assault, you simply click on the adjacent hex and it will bring up assault odds and counterattack odds. You continue clicking to add any units to assault up to a certain point. there is a stacking limit per hex..roughly 6 units or so I think. In the options "Extreme Fog of War" assault odds are unknown, adding realism.
I place air attack (if available) on selected hex
J AI control
K zoom
L unit base. I ALWAYS use this. It shows the nationality of all units on the map..hard to see some without this.
M mini map
N Line of Sight for selected unit
O Unit organization
P Next unit
Q command range for HQs (shows you what units are within it's supply range)
R unit's gun range. Both against hard and soft units
S arrived reinforcements
T remove unit from map (I've never used)
U displays all hexes within movement range for selected unit
V end turn
W current players turn
X amount of smoke shells for artillery in scenario
