Trying to Work This Concept Out!

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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Adam Parker
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Trying to Work This Concept Out!

Post by Adam Parker »

Trying to work out what this game is (and very excited at the praise I've just seen) but am I reading this right?

A game that offers operational (regimental) to strategic (corps) scales; individual campaigns to entire theatres; land to naval campaigning; WW2, ACW and Modern Era; fully randomised scenarios; pure operational warfare to grand strategic (production and research) based fighting?

1. How do you get a random game going?

2. Is it true that games can be purely naval?

3. How intuitive is amphibious warfare (shipping, invasions, landings)?

4. How are the non WW2 games feeling?

5. What scale are the theatre-wide scenarios: Is there a maneuver scale larger than corps?

A lot of questions but boy am I intrigued! Thanks guys.

Adam.


Banquet
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RE: Trying to Work This Concept Out!

Post by Banquet »

I haven't been playing long enough to answer all your questions in depth. I was hoping (and not disappointed) that the random scenario's would give you a nice bit of control over the map without taking too long to set up. It works great!

The game is currently geared towards WWII battles. I think the current masterfile is based on WWII. Anyone can make their own masterfiles geared toward other era's but it would probably take a little time.

I don't see any reason why you couldn't set up a purely naval game.

From what I can tell if you set up a historical scenario it will be fairly realistic. The random games (which I can't stop playing at the moment!) have more of a feel of the old Empire game, or even a bit Civ like (without all the buildings, wonders, etc) Insofar as you can start on a shrouded map.. send out scouts to explore and look for other cities. The more cities you get the more production you get. You can then build more/different units including air/land/naval, even build roads between the cities. The HQ and supply system works wonderfully well. You can't just send units to just anywhere, you have to keep bulding the supply and getting it to them as they travel further away. You can disrupt enemy supply by attacking bridges, etc. Send aircraft on recce missions to 'unshroud' parts of the map. Eventually you find the AI (can be up to 10 players/AI opponents I believe) and then the battle for territory begins!

The random battles obviously aren't particularly historical but for an addictive strategy game they're the best thing since sliced bread! [:)]

Here's a screenshot of the random game setup menu;



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Adam Parker
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RE: Trying to Work This Concept Out!

Post by Adam Parker »

Thanks for taking the time to post that menu Banquet. Awesome possibilities and the hidden map is a different variation of the war game theme.
 
My questions/confusion regarding the inclusion of heavy naval scenarios and the other ephocs come from a screen shot I saw of the Pacific scen showing lots of water (and the whole Pacific region) and a list of scens at the Matrix shop for this game as follows:
 
Scenarios
[*]WWII
  • Der Endsieg 1944
  • Russia 1941
  • Russia 1942
  • Ardennes 1944
  • Gothic 1944
  • Africa 1941
  • Pacific 1941
  • Europe 1939
[*]Fictional
  • Blitzkrieg
  • 2nd Civil War
  • End of a Union (Future EU vs. United Caliphate vs. Russia)
  • Risk for Three
  • Adventure Island
  • The Last Stand
  • Random Towns
  • European Diplomacy
  • USA Pickem
"2nd Civil War"?... "EU vs Caliphate vs Russia"? They can't be WW2 surely?!
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Erik Rutins
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RE: Trying to Work This Concept Out!

Post by Erik Rutins »

Correct, that's why they're under the "fictional" section. [;)]

The game comes with a number of vs. AI WWII scenarios, some PBEM WWII scenarios and also a bunch of fictional or balanced scenarios that are more in line with what you might find in one of the Civ/Empire games. This game can do both and so why not cater to all tastes? As folks have pointed out, the random scenario generator is also a gem and those scenarios, while not historical, are extremely fun and definitely exercise your wargaming "muscles".

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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Banquet
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RE: Trying to Work This Concept Out!

Post by Banquet »

You're right, I don't think all the scenario's are WWII but the masterfile is geared towards that. So - I think - if you wanted to get away from some of the basic WWII concepts you'd have to edit the masterfile but you can still have non WWII battles without changing it. It's all a bit above my head at the moment.

There are more scenario's for download here including a Tolkien one! So there's obviously quite a lot of scope! :)

The Pacific war scenario would indeed by heavily naval influenced. Unfortunately (for me) it has no AI so it's for multiplayer only. I think the lack of a clear front line and use of naval forces effectively would be too much for the AI.

Easier said than done I know - but my first wish for an expansion would be to improve the AI to be able to cope with scenario's such as these.
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Adam Parker
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RE: Trying to Work This Concept Out!

Post by Adam Parker »

ORIGINAL: Erik Rutins

The game comes with a number of vs. AI WWII scenarios, some PBEM WWII scenarios and also a bunch of fictional or balanced scenarios that are more in line with what you might find in one of the Civ/Empire games.

Gotcha Erik. Got confused with the description of the game being a first installment with a focus on WW2.

And your description of the engine makes things a lot clearer. Like a cross between World at War with the maneuver of TOAW or THe First Blitzkreig. Very different! Especially for folks used to the typical operational/grand tactical style of game design.

Well, just bought it and downloading now [:)] Was a bit disappointed with Hornet Leader btw having really applauding its solitaire vs AI design concept when first listed as a future release.

But that's two quick purchases you've gotten from me [;)] Keep those developments coming.

Cheers,
Adam.
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Kipper
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RE: Trying to Work This Concept Out!

Post by Kipper »

There's going to have to be some real thinking done about marketing game: it's flexibility, operational level potential, Empire-strategy gaming, even Risk-type stuff etc. etc. There is a lot to get one's head around if one is sitting on the fence. There is just so much flexibility. Having said that the word of mouth is key in this market and the word of mouth is already good.
tweber
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RE: Trying to Work This Concept Out!

Post by tweber »

2. Is it true that games can be purely naval?

The Pacific War Scenario is probably 75% naval.

In the scenario bank, there is a 'naval even steven' scenario that plays over a Solomon Island map that is about 90% naval (100% if you count marines landing on islands as naval).

You could do a ship only scenario (Midway, Trafalgar). But, one has not been done yet.
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