going operational

The team behind the award-winning game Advanced Tactics is back with a new and improved game engine that focuses on the decisive early days of World War II! Decisive Campaigns: The Blitzkrieg from Warsaw to Paris is the first in an innovative series of operational World War II wargames that also include a strategic element. The Blitzkrieg from Warsaw to Paris simulates Germany’s military successes in Poland and France in 1939 and 1940 (including also a hypothetical “Sea Lion” invasion of Great Britain).

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Ola Berli
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RE: going operational

Post by Ola Berli »

Hexagon is dreaming of a Spanish Civil War title that is a niche product [:D]
War does not determine who is right - only who is left.
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Hexagon
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RE: going operational

Post by Hexagon »

I have AT some time ago but i dont find today the point to the game, i am a slow wargamer and need my time to asume game features, not allways, but usually i need turn on my light to love a game [:D]

Hehehehe of course, allways support niche products if i find then interesting but need a little more than an interesting war (for example there is the SB Spanish Civil war but i dont like SB series and dont buy it i prefer PzC/WW1 engine).

I am going to wait a little and see the game evolution, first of all i see the price and then if is interesting i see the moddeable options because no editor dont necessary means no custom scens [:'(]
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Ola Berli
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RE: going operational

Post by Ola Berli »

Hexagon only friendly teasing my spanish friend [:'(]
 
Yes agree with You I also like niche products. If HPS had made a Spanish Civil War game close to PZC I certainly had picked it up! But looks like they are afraid of the market for such games. Nowaday few people outside spain have heard about the fight for Madrid, Bandera, International Brigades.........
 
 
War does not determine who is right - only who is left.
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Hexagon
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RE: going operational

Post by Hexagon »

Hahahaha teasing is the national sport in some countries [:D]

Of course forgotten wars arent for all tastes for example i start not with WW2, my first game cover American civil war, then arrive the WW2 fever and now i try all (ancient, napoleonic, sales wars hehehe) but have some special preferences from my years as student hehehe. Well, talking about the game i think that this game can cover forgotten episodes of WW2 because see a good Pacific game is hard and this game is based on pack different campaigns in a single game and maybe can find a forgotten battles serie [;)]

PD:For Spanish civil war in HPS is prefer WW1 engine arty use is more close to real use but PzC is a great engine too and works fine at least in the Jarama37 mod.

Grymme
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RE: going operational

Post by Grymme »

Hexagon. There actually is a Spanish Civil War scenario downloadable for Advanced Tactics. I dont remember how historical it is since it was a year or two since i made it, but you can always look it up.
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Hexagon
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RE: going operational

Post by Hexagon »

I know the scen Grymme, i buy the game thanks to an AAR based on this scenario but is a "fast food" scen, in TOAW are more and better scens covering this war, even i play one by PBEM dont end it (only play until the begining of 1937) but was a funny game [:D]

Maybe TOAW is better to cover full wars, dont have production but is the only bad thing that this game have... i search now more operational games because i rarelly play my full wars games i have some waiting their turn.

PD: one of the interesting features in the game is the 9 player support because i am looking for a team game, play as a small god is [>:] and want a little more of human feeling [;)]
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Widell
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RE: going operational

Post by Widell »

Hmm, have a look at the epic AT AAR of the George vs Seille game: tm.asp?m=1866376. Agreeable, this is not the Spanish Civil War, and AT (as TOAW) is flexible to create both "fast food" as well as "grog" scenarios. Both systems (AT and TOAW) have their pro's and con's, so let's not go into a discussion about which system covers what best. At the end of the day, it's down to individual taste, and the implementation of each scenario in the context of what is possible with each game.

If AT2 comes out, and someone put time and effort into the Spanish Civil War (or any other scenario you can think of) it will most likely satisfy any need we can think of given the endless flexibility such a game would have!
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Zemke
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RE: going operational

Post by Zemke »

I cannot wait for WitE and WTP to come out!  I am particularly interested in the "Team Play" features in WTP, which having played some very long games of HPS Danube 85 as team games, I am very curious to see how team play is handled in this game.  Team play gaming represents the most realistic way to play.  In real life all commanders had to deal with real humans who may or may not be as competent or cooperative.  As a professional Army Officer, much of your time if is not the war fighting part, but working with and for other commanders and trying to get everyone (staffs and commanders) on the same page, and everyone to clearly understand the orders given and the purpose behind those orders.  If only humans were computers, then planning and fighting wars would be a lot easier....lol.

For me the holy grail of team wargaming would be a system where all players can be doing their turn at the same time, then the files are "merged" into two master files and exchanged, or something similar.  This would solve largest problem with team games, the length of time it takes to get the file back, creating a less than idea turn around time for the files.  IF this could be done via programing, then you could have huge team games, and a chain of command several layers deep, from Theater to Army Group to Army to Corps, with all players trying to execute their higher commander's "intent", truly this would be a land mark game.
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Jeffrey H.
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RE: going operational

Post by Jeffrey H. »

ORIGINAL: Zemke_4

For me the holy grail of team wargaming would be a system where all players can be doing their turn at the same time, then the files are "merged" into two master files and exchanged, or something similar.  This would solve largest problem with team games, the length of time it takes to get the file back, creating a less than idea turn around time for the files.  IF this could be done via programing, then you could have huge team games, and a chain of command several layers deep, from Theater to Army Group to Army to Corps, with all players trying to execute their higher commander's "intent", truly this would be a land mark game.

I recall reading a review recently of a game where the PBEM system is handled on a single server and people log into theserver and complete their turn. The server displays the current status, and who's turn is pending. It's great from a visiblity standpoint, no more "who's got the turn" emails. It could also be extended to keeping stats on player response times. So you could know ahead of time who's quick with the turnarounds and who isn't.

The main drawback is of course your game is server based, and if the plug ever get's pulled on the server, or they decide to start charging just for server access, you lose.

History began July 4th, 1776. Anything before that was a mistake.

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Zemke
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RE: going operational

Post by Zemke »

ORIGINAL: Jeffrey H.

ORIGINAL: Zemke_4

For me the holy grail of team wargaming would be a system where all players can be doing their turn at the same time, then the files are "merged" into two master files and exchanged, or something similar.  This would solve largest problem with team games, the length of time it takes to get the file back, creating a less than idea turn around time for the files.  IF this could be done via programing, then you could have huge team games, and a chain of command several layers deep, from Theater to Army Group to Army to Corps, with all players trying to execute their higher commander's "intent", truly this would be a land mark game.

I recall reading a review recently of a game where the PBEM system is handled on a single server and people log into theserver and complete their turn. The server displays the current status, and who's turn is pending. It's great from a visiblity standpoint, no more "who's got the turn" emails. It could also be extended to keeping stats on player response times. So you could know ahead of time who's quick with the turnarounds and who isn't.

The main drawback is of course your game is server based, and if the plug ever get's pulled on the server, or they decide to start charging just for server access, you lose.

I will do a google search, but do you have any further information on this game, the name or where the review was? I would be very interested in taking a look.

I think a game that could do this would revolutionize PBEM team games forever!
"Actions Speak Louder than Words"
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Andrew Loveridge
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RE: going operational

Post by Andrew Loveridge »

Both Field of Glory and Battlefield Academy have server based PBEM systems, but are currently only set up for 1 on 1 games.
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Jeffrey H.
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RE: going operational

Post by Jeffrey H. »

ORIGINAL: Zemke_4

I will do a google search, but do you have any further information on this game, the name or where the review was? I would be very interested in taking a look.

I think a game that could do this would revolutionize PBEM team games forever!

The reviewer was "Out of Eight" and the specific review was Battlefield Academy. The reviewer also linked to another title with the same system.

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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Wolfe1759
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RE: going operational

Post by Wolfe1759 »

ORIGINAL: Zemke_4

ORIGINAL: Jeffrey H.

ORIGINAL: Zemke_4

For me the holy grail of team wargaming would be a system where all players can be doing their turn at the same time, then the files are "merged" into two master files and exchanged, or something similar.  This would solve largest problem with team games, the length of time it takes to get the file back, creating a less than idea turn around time for the files.  IF this could be done via programing, then you could have huge team games, and a chain of command several layers deep, from Theater to Army Group to Army to Corps, with all players trying to execute their higher commander's "intent", truly this would be a land mark game.

I recall reading a review recently of a game where the PBEM system is handled on a single server and people log into theserver and complete their turn. The server displays the current status, and who's turn is pending. It's great from a visiblity standpoint, no more "who's got the turn" emails. It could also be extended to keeping stats on player response times. So you could know ahead of time who's quick with the turnarounds and who isn't.

The main drawback is of course your game is server based, and if the plug ever get's pulled on the server, or they decide to start charging just for server access, you lose.

I will do a google search, but do you have any further information on this game, the name or where the review was? I would be very interested in taking a look.

I think a game that could do this would revolutionize PBEM team games forever!

Empires of Steel ?
"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill
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jomni
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RE: going operational

Post by jomni »

The production aspect of AT made the WW2 scenarios "ahistorical".
With the title's focus on historical accuracy, it seems natural to curtail the production aspect.

I have AT but never really gotten any longterm satisfaction from it.
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krupp_88mm
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RE: going operational

Post by krupp_88mm »

what i would like to see in place of production is more cards that let you personalize your divisions,.. maybe a card you could play, like extra ammunition,

'load up' play a card for free tell your soldiers to strip non essential gear and grab and extra case of ammo and food.. would do something like increase a units supply capacity, but lower combat effectiveness and speed(or stats change),......

or another card, 'light forces', order your troops to abandoned nonessential equipment and supplies, consequence soldiers have less supply and readiness and combat power(or stats change) but gain more action points or speed, and lower transport costs.....

or a card for fighter units or bomber units to determine which doctrine the use maybe a card for bombers,
'bug out' at the first sight of hostile danger your bomber pilots bravely run away away... bravely run away... increases chance of bomber attacks RTB, especially during engagements, but lowers their losses in combat the list goes on the possibilities are endless

quiet frankly the AT production system is a cruel joke, can order your factories to switch between infantry and bomber production like a light switch, maybe be nicer to play cards or spend pp that puts special request to HQ for specific unit reinforcement types, maybe theirs a card that increases the chance of you getting heavy tank unit as opposed to a light if you pay, or maybe a card that might get you an experimental tank bttln, but would increase the chance of you getting those type tanks earlier if you request it, especially so if the experimental unit gets X number of exp points before date XX

now if you were to somehow find the resources to make this an all out world wide game, then i could see production being used, but the system should be significantly more limited in what you can produce by factory tooling time, realistic research, political pressures and or resources
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colberki
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RE: going operational

Post by colberki »

AT was a bit ahistorical for me too. I stopped playing after a short while. I think DCWtP is perfect. Reminds me of the old SSI game Drive on Stalingrad. I have bought the game yesterday like I said I would. I was browsing it at lunch time. Fantastic content the historical like cards are wonderful. I cant for next release of this new series. I will want to get all of them if the quality and innovation is maintained.

On War in the East, no doubt that it will be the ultimate Eastern Front game ever when it's released. Personally I would also have liked to see the elements in War in Russia retained ie limited research and production, forces allocation in the West and Italy. But DCWtP is operational like DoS, it better without them.

Been waiting for such a game a long time! Expect to actually play this game a lot while waiting impatiently for the next in the series - France 1944 or Eastern Front.
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Widell
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RE: going operational

Post by Widell »

ORIGINAL: colberki
AT was a bit ahistorical for me too.

Except for the scenarios without production and research, yes/no?
TPM
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RE: going operational

Post by TPM »

ORIGINAL: krupp_88mm

what i would like to see in place of production is more cards that let you personalize your divisions,.. maybe a card you could play, like extra ammunition,

'load up' play a card for free tell your soldiers to strip non essential gear and grab and extra case of ammo and food.. would do something like increase a units supply capacity, but lower combat effectiveness and speed(or stats change),......

or another card, 'light forces', order your troops to abandoned nonessential equipment and supplies, consequence soldiers have less supply and readiness and combat power(or stats change) but gain more action points or speed, and lower transport costs.....

or a card for fighter units or bomber units to determine which doctrine the use maybe a card for bombers,
'bug out' at the first sight of hostile danger your bomber pilots bravely run away away... bravely run away... increases chance of bomber attacks RTB, especially during engagements, but lowers their losses in combat the list goes on the possibilities are endless

quiet frankly the AT production system is a cruel joke, can order your factories to switch between infantry and bomber production like a light switch, maybe be nicer to play cards or spend pp that puts special request to HQ for specific unit reinforcement types, maybe theirs a card that increases the chance of you getting heavy tank unit as opposed to a light if you pay, or maybe a card that might get you an experimental tank bttln, but would increase the chance of you getting those type tanks earlier if you request it, especially so if the experimental unit gets X number of exp points before date XX

now if you were to somehow find the resources to make this an all out world wide game, then i could see production being used, but the system should be significantly more limited in what you can produce by factory tooling time, realistic research, political pressures and or resources

Just want to throw in here that the beautiful thing about AT was it's flexibility...yes, in the standard game a production city could produce anything at the flip of a switch, but you could always edit it so that a city could only produce a certain thing, like tanks, etc.
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