Initial Thoughts
Posted: Thu Jun 10, 2010 11:02 am
I am a regular user of the Matrix Forum, but somehow ToW went through without me seeing it. I found out about the game when it was mentioned on a forum for another title. So far, it's about the best game I have bought recently and using the Agent S map and units mods makes it look even better for my taste, shades of a good board game.
The flexibility to build units from division size up and rename them as you want is really good. The modding potential is vast, which should keep the game fresh.
I know the naval system has been criticised, but I quite like it. For ground forces do not have much to do with naval action, there is just the thunder of guns over the horizon and sometimes ships will appear off the coast and toss large calibre shells into the fighting area, before vanishing. As commander, once you have committed your troops to the care of the navy you have little control, until they re-appear, hopefully intact, off your chosen invasion beach, or port. Eisenhower must have felt like this.
I prefer to use Division and Corps sized units as they seem to fit the hex scale and the tactics and it's nice to be able to make them up and break them down as you need. I have tried to simulate the Army command by placing leaders in named HQ units, using a motorised division as a PZ/Armoured HQ and an Infantry Division as an Infantry Army HQ. They can be created at level 1, as they represent support, admin, or reserve troops. This way you can pass on the leader bonus to nearby units, but need to be careful about an enemy breakthrough. Haven't found out yet what happens to a leader in a unit which is destroyed, wonder if he escapes back to the pool.
The flexibility to play any, or all, countries in an alliance gives huge possibilities to what-if scenarios and looks good for lots of replay options. Lots of mouse clicks required (RSI risk), but it's worth it.
Looking forward to Storm over the Pacific. [:)]
The flexibility to build units from division size up and rename them as you want is really good. The modding potential is vast, which should keep the game fresh.
I know the naval system has been criticised, but I quite like it. For ground forces do not have much to do with naval action, there is just the thunder of guns over the horizon and sometimes ships will appear off the coast and toss large calibre shells into the fighting area, before vanishing. As commander, once you have committed your troops to the care of the navy you have little control, until they re-appear, hopefully intact, off your chosen invasion beach, or port. Eisenhower must have felt like this.
I prefer to use Division and Corps sized units as they seem to fit the hex scale and the tactics and it's nice to be able to make them up and break them down as you need. I have tried to simulate the Army command by placing leaders in named HQ units, using a motorised division as a PZ/Armoured HQ and an Infantry Division as an Infantry Army HQ. They can be created at level 1, as they represent support, admin, or reserve troops. This way you can pass on the leader bonus to nearby units, but need to be careful about an enemy breakthrough. Haven't found out yet what happens to a leader in a unit which is destroyed, wonder if he escapes back to the pool.
The flexibility to play any, or all, countries in an alliance gives huge possibilities to what-if scenarios and looks good for lots of replay options. Lots of mouse clicks required (RSI risk), but it's worth it.
Looking forward to Storm over the Pacific. [:)]