Port/Urban/Heavy Urban intensity changes

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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Jango32
Posts: 813
Joined: Mon Mar 15, 2021 4:43 pm

Re: Port/Urban/Heavy Urban intensity changes

Post by Jango32 »

That was a server game.
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: Port/Urban/Heavy Urban intensity changes

Post by DarkHorse2 »

Jango32 wrote: Sun Jun 12, 2022 5:03 pm That was a server game.
My bad. Well, you really caught your opponent by surprise I think. ;)
Jeff_Ahl
Posts: 231
Joined: Wed Oct 10, 2018 5:13 pm

Re: Port/Urban/Heavy Urban intensity changes

Post by Jeff_Ahl »

Stamb wrote: Sun Jun 12, 2022 12:12 pm and this is the main reason why people do not try to defend Odesa and Sevastopol
because what is the point to put 8 divisions there if they will just surrender with ease
it is a waste of troops
Ok. That is not what I have experienced as either defender or attacker. If you put 8 nearly depleted and poorly led divisions, sure, they'll will be overruned. But not if you take 8 normal ones. Then the attacker have to make an significant effort. Which steals valuable time and resources that could have been used else where.
Stamb
Posts: 2470
Joined: Tue Oct 26, 2021 1:07 pm

Re: Port/Urban/Heavy Urban intensity changes

Post by Stamb »

i am yet to see somebody who put 8 high TOE divisions in Odesa or in any other city fort that can be easily isolated

if we speak about competitive pvp games
Слава Україні!
Glory to Ukraine!
Stamb
Posts: 2470
Joined: Tue Oct 26, 2021 1:07 pm

Re: Port/Urban/Heavy Urban intensity changes

Post by Stamb »

ok there was a case here
https://www.matrixgames.com/forums/view ... 6&start=60
but if players use a house rule of no small air raids, which players start to use more often, i do not see it happening again
Слава Україні!
Glory to Ukraine!
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