Page 2 of 2
RE: At the Fortress Gates
Posted: Tue Nov 01, 2005 7:31 pm
by Mr.Frag
It sounds like the original question should have been worded like this:
Are the bonus effects of fortifications directional in effect, only protecting a set axis of attack?
A wall 6 feet thick is great unless you happen to be one the wrong side when being shot at at which point it becomes rather an impairment to your ability to run away.
On the same question. Is the a finite limit to how many troops can be stacked inside? Is there a limit (going back to the close combat days of old) that prevents you from gaining the bonus with equipment too big to fit *inside* ?
RE: At the Fortress Gates
Posted: Tue Nov 01, 2005 7:40 pm
by Oleg Mastruko
Frag, man, you're alive!! [:D]
I don't think forts are "directional in effect", and I don't think there are limitations as to the size of equipment that could "fit in".
One thing to *always* remember is that this is *operational level* game, NOT tactical, despite beautiful detailed maps and other details, which may lead you to think otherwise. So I would not compare it to Close Combat or SPWAW for that matter.
Oleg
RE: At the Fortress Gates
Posted: Wed Nov 02, 2005 8:51 pm
by Mr.Frag
Yea, I'm alive still ... as long as i eat my rat poison, I keep on living ... what a funny thing we call modern medicine ...
The reason I ask ... picture this:
You have a tank. You have a fort.
Put the tank *in* the fort ... now that becomes a really tuff tank [X(]
Perhaps a one line variable check could be added to at least prevent this? (ie: stuff beyond size x do not gain fort bonus cause they'd never actually fit there. Alternatively one could simple restrict visibility for mounted/vehicle stuff.
I know we are talking operational level stuff, but since Dave has done such a wonderful job of making things hug terrain effects, it seems it is a required safety catch to make sure the game does not create these unsurmountable targets.
The reason I ask about directional ... especially with CoA ... defenses were generally built to protect from a known attack angle. Half of the planning went into figuring out how to attack a fortified position from an alternative non-frontal position to circumvent the prepared defences. If the defences are for all 360 degrees, things become rather difficult and the only course of action becomes larger guns to simply destroy the fortification.
Not trying to be difficult and having not seen CoA yet, obviously I can't say what kind of impact this actually makes in practice, I'm just curious.
Ray
First Impression
Posted: Wed Nov 02, 2005 9:52 pm
by TAIL GUNNER
First time visiting this forum....
Just wanted to say that I'm no huge fan of wargames with counters depicting units...
But the freakish level of detail in this game may just make me a convert!!!
Stubborn rating?
That's gotta be a first!
NICE!
RE: First Impression
Posted: Wed Nov 02, 2005 11:07 pm
by Oleg Mastruko
ORIGINAL: Juggalo
Just wanted to say that I'm no huge fan of wargames with counters depicting units...
But the freakish level of detail in this game may just make me a convert!!!
You can play using NATO symbols too, its one of the user settable options.
Frankly, I can't understand hardcore wargamers playing with little icons either [;)]
This is the best operational level game currently on the market. Definitely grognard level detail, although it's playable without sinking your teeth into grog stuff (if you don't want to).
Sorry for the thread hijack, as strictly speaking screen below does not belong here...

RE: First Impression
Posted: Thu Nov 03, 2005 12:53 am
by Plodder
Frankly, I can't understand hardcore wargamers playing with little icons either[;)]
I can,the miltary symbols are too small to read! [:D] You really have to squint to see if a unit is motorised or not.I know you can look at the side-bar but that defeats the purpose of having the symbols in the first place.