Bug report and other remarks
Posted: Sat Apr 30, 2022 3:53 pm
Hi,
After playing three scenarios (2 against AI and 1 by pbem) I can definitely say that I really enjoy this game and its mechanisms. Thanks for making it !
I met several bugs during my games which, I think, have not yet been mentioned.
Here is the list with some other remarks :
1) Despite what is written in the manual on page 45, the artillery can move and use bombardment or support an attack by dragging and dropping its icon onto a target after programming its movement (but defensive artillery fire is not allowed).
2) I have seen several examples of defenders who must retreat, and can do so without exceeding the stacking limit in an adjacent hex containing an unattacked friendly unit, but are destroyed as if they were surrounded by enemy ZoC. A bug or I missed something ?
3) On rare occasions the battle pop up only displayed the loss of readiness but without any text/information on the destroyed strength. It seems that this happened only on armored units but without certainty.
4) Often when you set a move for a unit its initial defensive order is replaced by another one, mostly "Hold at all costs" or "Withdraw" order is changed to "Hold". Undoing the movement restore the initial order.
5) In the scenario The Insatiable Abyss, playing solo on the German side, during a night turn I was able to allocate the not night capable Ju-87B and Bf-110 to ground support in the battle planner while the Assign Air Units' Mission button was grayed out.
6) In the scenario Sixth Army Strikes, playing pbem on the German side, all Logisitics Ground Assets were available every turn and never removed after use.
A very powerfull but very unfair advantage.
7) In the scenario Sixth Army Strikes, playing pbem on the German side, all Logisitics Ground Assets did not apply according to the text but instead to all units in the stack and to all the adjacent ones as well (even for a stack only effect) plus to all the HQs to which they belong and to others units of these same HQs, even if positioned beyond the range of the effect.
An easy way to get 3 or 4 whole divisions in Combat+ with only one asset !
8) (Same scenario) Despite what is written in the manual on page 101, units did not have to remain stationary to receive replacements whether by replacement points or by asset.
9) (Same scenario) 2 or 3 times during the game, at the opening of the turn just after the replay, my whole army was considered isolated. Each time I had to close and re-open the file to get it back to normal.
10) Sometimes in some big battles with a high ratio (close to 10:1) the victor can suffer a small percentage of readiness loss but have strictly no loss in men/tanks/guns despite the fact that several thousands of men are engaged on each side. And it is not a question of surrendering without fighting because this can also happen if the vanquished manages to retreat after combat. This type of result seems to me to be exaggerated because with so many people attacking there would be at least a few men injured, if only by accident or clumsiness, or a few pieces of equipment that turn out to be defective/damaged by their intensive use (normal attrition from operations).
So these "no loss" results sometimes seem a bit unrealistic and may need to be adjusted slightly.
11) In the manual on page 63, there is an inversion in the table between the images of "2:E" and "2" schock values.
12) In the manual on page 75, there is an inversion in the table between the images of "Attack" and "Assault" orders.
13) In the Resume game screen, it would be safer to add a confirmation window before the deletion of a savegame file, especially since the Delete button is right next to the Resume button.
Same remark possibly (I haven't tried to click on it yet to keep my game in progress safe) about the Resign button close to the Play Game button in the Multiplayer\Games window.
That’s all at this time, thank you for reading.
After playing three scenarios (2 against AI and 1 by pbem) I can definitely say that I really enjoy this game and its mechanisms. Thanks for making it !
I met several bugs during my games which, I think, have not yet been mentioned.
Here is the list with some other remarks :
1) Despite what is written in the manual on page 45, the artillery can move and use bombardment or support an attack by dragging and dropping its icon onto a target after programming its movement (but defensive artillery fire is not allowed).
2) I have seen several examples of defenders who must retreat, and can do so without exceeding the stacking limit in an adjacent hex containing an unattacked friendly unit, but are destroyed as if they were surrounded by enemy ZoC. A bug or I missed something ?
3) On rare occasions the battle pop up only displayed the loss of readiness but without any text/information on the destroyed strength. It seems that this happened only on armored units but without certainty.
4) Often when you set a move for a unit its initial defensive order is replaced by another one, mostly "Hold at all costs" or "Withdraw" order is changed to "Hold". Undoing the movement restore the initial order.
5) In the scenario The Insatiable Abyss, playing solo on the German side, during a night turn I was able to allocate the not night capable Ju-87B and Bf-110 to ground support in the battle planner while the Assign Air Units' Mission button was grayed out.
6) In the scenario Sixth Army Strikes, playing pbem on the German side, all Logisitics Ground Assets were available every turn and never removed after use.
A very powerfull but very unfair advantage.
7) In the scenario Sixth Army Strikes, playing pbem on the German side, all Logisitics Ground Assets did not apply according to the text but instead to all units in the stack and to all the adjacent ones as well (even for a stack only effect) plus to all the HQs to which they belong and to others units of these same HQs, even if positioned beyond the range of the effect.
An easy way to get 3 or 4 whole divisions in Combat+ with only one asset !
8) (Same scenario) Despite what is written in the manual on page 101, units did not have to remain stationary to receive replacements whether by replacement points or by asset.
9) (Same scenario) 2 or 3 times during the game, at the opening of the turn just after the replay, my whole army was considered isolated. Each time I had to close and re-open the file to get it back to normal.
10) Sometimes in some big battles with a high ratio (close to 10:1) the victor can suffer a small percentage of readiness loss but have strictly no loss in men/tanks/guns despite the fact that several thousands of men are engaged on each side. And it is not a question of surrendering without fighting because this can also happen if the vanquished manages to retreat after combat. This type of result seems to me to be exaggerated because with so many people attacking there would be at least a few men injured, if only by accident or clumsiness, or a few pieces of equipment that turn out to be defective/damaged by their intensive use (normal attrition from operations).
So these "no loss" results sometimes seem a bit unrealistic and may need to be adjusted slightly.
11) In the manual on page 63, there is an inversion in the table between the images of "2:E" and "2" schock values.
12) In the manual on page 75, there is an inversion in the table between the images of "Attack" and "Assault" orders.
13) In the Resume game screen, it would be safer to add a confirmation window before the deletion of a savegame file, especially since the Delete button is right next to the Resume button.
Same remark possibly (I haven't tried to click on it yet to keep my game in progress safe) about the Resign button close to the Play Game button in the Multiplayer\Games window.
That’s all at this time, thank you for reading.