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Questions Regarding Aspects of the Game

Posted: Wed Feb 07, 2007 9:12 am
by Adam Parker
These are some questions I posted elsewhere that I'd love to hear some feedback from when people start to receive their games. Look forward to everyone's input:

1. How does this game handle the scale at 2 turns per day as opposed to Panzer Campaigns' 2 hours per turn? Is this indeed the time setting?

2. How is the game handling never before tracked elements in SSG's titles - namely; artillery restricted by organization and command & control?

3. Is it true that there is no close combat? How is direct combat manifesting itself and performing?

4. How is the supply engine handling itself and is it different from Decisive Battles? Can artillery run out of ammo and can units run low on fuel?

5. How is the AI performing and is it still reliant on players keeping solid lines of units side by side? That is, how does this game handle maneuver or does the handful of scenarios included in the game not focus on the fluid aspects of WW2?

6. How long does a turn take to run through both human and AI? Will this suit larger DYO battles (should anyone ever bother to make them) such as Fall Blau, Moscow, Kharkov, Normandy (full) or Bagration (the biggest blessing of Decisive Battles being imo the comparatively fewer regimental-sized units to manage and move).

Happy gaming,
Adam.

RE: Questions Regarding Aspects of the Game

Posted: Wed Feb 07, 2007 9:49 pm
by Gregor_SSG

Adam,

I just thought I would answer some of your questions as they raise important points.

Artillery can fire in support of any combat, i.e. it is not restricted by formation. However, artillery will only get Attack Supply, i.e. the shells it needs to fire at the enemy, if it is within Command Range of its HQ. So while you can move an artillery unit to the other end of the map away from its HQ and the men it should be supporting, it will only be good for a couple of shots and then it will indeed run out of bullets and stay that way. There are penalties associated with moving HQs such that you won't be casually shuttling them around the map either.

There most certainly is close combat, working similarly to the Decisive Battles combat system.

As for the AI, just envisage the situation at Market Garden, where there is no semblance of a continuous front for either side and no possibility of creating one. The new AI system copes well with this situation, the old one would have struggled.

Gregor