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Game play questions and possible enhancements?

Posted: Mon Aug 18, 2003 9:23 pm
by Rookie
I just have a question for any of those who can answer it.
How does the attacker still get 2-1 odds when my defense is 34 and the attacker is 10? I also have the potential to lose units easier than the attacker. See the attached bitmap.

I also noticed that when you attack with overrun capability you can basically wipe out a unit and still not have to worry about supply. Basically, overrun gives you a "free" attack. That does not make sense.
The engineer units are almost useless unless they have combat capability. I don't spend a lot of time repairing bridges.

I don't know if enyone has played the World at War series of games from Atomic Games but they included fatigue, disorganization and morale in its units. You cannot attack a unit and be fully "functional" after each attack. As well, AA units doubled with air interdiction and AT capabilities. Engineer units were also able to "dig in" and/or make fortifications which increased the defense capability of any units occupying that hex. The downside was that it needed time, lots of time. Engineers also gave bonuses to attacks when attacking fortifications. Overrun was used to completely wipe out a very week unit and position your own units one extra hex further. Think if as a movements bonus during an attack.

This is still a great game but I think that if these enhancements are incorporated in KP, gameplay would be greatly improved.
If this is beyond what the dev guys intended, are there any other counter and hex based games that have this kind of detail?

THX

Re: Game play questions and possible enhancements?

Posted: Tue Aug 19, 2003 12:58 am
by Fred98
Originally posted by Rookie

I also noticed that when you attack with overrun capability you can basically wipe out a unit and still not have to worry about supply.

// Yes you do. If you end your turn with a unit on an out of supply hes it will have problems at the start of the following turn


Basically, overrun gives you a "free" attack. That does not make sense.

/// The enemy is so weak, that its like he is not there. So effectivly you get a "free" attack


The engineer units are almost useless unless they have combat capability. I don't spend a lot of time repairing bridges.

// They blow bridges, repair bridges and clear minefields. If you don't clear minefields you don't get the advantage of a combat shift



I don't know if enyone has played the World at War series of games from Atomic Games

/// Many of us have. The games are not comparable. This game is more elegant.


Engineer units were also able to "dig in"

/// All infantry can dig in

If this is beyond what the dev guys intended, are there any other counter and hex based games that have this kind of detail?


/// See the upcoming Battlefields game from Matrix

THX

Re: Game play questions and possible enhancements?

Posted: Tue Aug 19, 2003 1:25 pm
by BrubakerII
Originally posted by Rookie
I just have a question for any of those who can answer it.
How does the attacker still get 2-1 odds when my defense is 34 and the attacker is 10? I also have the potential to lose units easier than the attacker. See the attached bitmap.

I also noticed that when you attack with overrun capability you can basically wipe out a unit and still not have to worry about supply. Basically, overrun gives you a "free" attack. That does not make sense.
The engineer units are almost useless unless they have combat capability. I don't spend a lot of time repairing bridges.

I don't know if enyone has played the World at War series of games from Atomic Games but they included fatigue, disorganization and morale in its units. You cannot attack a unit and be fully "functional" after each attack. As well, AA units doubled with air interdiction and AT capabilities. Engineer units were also able to "dig in" and/or make fortifications which increased the defense capability of any units occupying that hex. The downside was that it needed time, lots of time. Engineers also gave bonuses to attacks when attacking fortifications. Overrun was used to completely wipe out a very week unit and position your own units one extra hex further. Think if as a movements bonus during an attack.

This is still a great game but I think that if these enhancements are incorporated in KP, gameplay would be greatly improved.
If this is beyond what the dev guys intended, are there any other counter and hex based games that have this kind of detail?

THX


Joe you have probably covered most points here but I would add the following:

The reason 2-1 is possible though 1:3 are the initial odds are combat shifts! This is probably the most important aspect of the game to understand so Rookie I urge you to play the tutorials through. Without combat shifts nearly all attacks will fail, as will defending as you wont know where the best defence is to be made.

The concept of overrun is that the attacker has a superior advantage over the defender in more than just supply, but in numbers, terrain everything! This is why the attacker is rewarded (by an overrun) and why a defender MUST understand the combat shifts (so he can negate them).

Engineers useless? As Joe pointed out they have several characteristics that make them more valuable than some combat units! As German you simply must blow bridges. You must! If you don't, a competent opponent will simply sweep you aside like you weren't even there.

Rookie I would urge you, if you are having too simple a time against the AI, to start a email game against someone. Though I am playing a few already, I will play you if you like. I think you may find some of the concepts a little more complex than what you imagine.

Sincerely.

Brubaker