Some comments and questions

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
Post Reply
User avatar
JFalk68
Posts: 223
Joined: Mon Nov 05, 2007 3:15 am

Some comments and questions

Post by JFalk68 »

I downloaded the demo and I really like it so far, good job on the game :) I have not run into some of the problems people have posted about because the length of the demo is 15 turns and it seems like most the concerns and/or problems show up later with greather depth of play.

My first question is, after having played Poland and Germany several times I noticed how much better the German divisions are. I am guessing this is based on their doctrine level in the game being 2 and Poland being 0 plus the addition of some good leaders. Does artillery level also effect the strength of a division?

Also, I read a post about spamming airborne troops. Is this a viable strategy that can be a gamble or does it boil down to a game exploit that AI can't handle at this time. Maybe limiting paratroopers to a percentage of troops with Soviets allowed the greatest percentage followed by US and so on. I read someone also suggest implementing some air movement points limitation. For example you can have 10 divisions built but only the capability to move 1 division a turn. Maybe make airborne capabilities tied to research level. The greater the level, the more divisions can be built and can be moved in a single turn.

Thanks for a great demo, now to get the game!

John Falkowski
jimh009
Posts: 368
Joined: Sun May 15, 2005 10:54 am
Contact:

RE: Some comments and questions

Post by jimh009 »

Yes...the Germans have very good artillery and armor quality. That greatly enhances their strength.

Can't really answer your question about the airborne troops, as I haven't "spammed" the UK like others have. But I can see how it can happen...the AI does leave cities un-garrisoned. When playing the AI, you sort of need to make a "house rule" to not drop airborne troops into a city unless you plan to take it...in force...on the next turn. It's also a gamble. If you drop an airborne troop into a city...often times the AI will have forces next to the city, thus wiping out your airborne division the following turn. I've lost a few Russian airborne troops this way...nuked by an Axis armor unit outside of the city.

I personally like the air movement in this game...it's simple and no fuss. If you have 5 air divisions, it seems rather harsh to have to wait more than a month to move them all. Plus, while you can move them all in one turn...doing so leaves you without any air for that turn (you can't use an air unit in the turn that you move it). The result is that you sort of have to stagger your air movement anyways...so as to provide consistent air power as your troops advance.
Post Reply

Return to “WW2: Time of Wrath”