AND cheap as chips! I'm not particularly worried about the subject matter. I prefer Napoleonics but EiA may be some time off. I like chips [; ] not crisps so I'll look at Guns of August, but people seem to enthuse about War in the Pacific?
That's because WitP is the best of all Matrix games. The forum is by far the most active, and the level of support the most comprehensive. With that said, it's a tough game to get into. Very complex and time-consuming. I hope you're not doing anything for the next 6 months or so; excellent and detailed game that it is.
Have you got TOAW 3? Cheers, Neilster. Best in gameplay? Not WitP Best in ease of use? Not WitP Best in replayability?
Maybe WitP Best Matrix game? Find the propect of WitP a bit daunting as I have a life that must be lived and an ability to concentrate that is reducing with time.
Anything a bit simpler but satisfying? I doubt you'll find a consensus. WitP is, indeed, probably their best game, but you have hit the nail on the head regarding it. Actually I think it's pretty easy to get to grips with relatively speaking , but the necessary time investment to actually play it is huge. You'll get your money out of Flashpoint Germany, too.. Supply plays a huge role, as do supply units headquarters, etc. Without supply, units soon run out of ammunition, begin to tire, and will eventually collapse.
A delightful well, not for me discovery was the ability of enemy units with ranged weapons to suppress or prevent re-supply. Units are highly detailed, but the interface does a fine job of reducing the information to an acceptable level. Tabs allow the player to quickly click between unit details and other information. Unit ammunition or numbers i. This attention to historical detail gives the game a distinct depth and flavor which immerses a player in the battles.
For me, real-time is fine for Blitzkrieg or other games of that ilk—fast, fun, but not too serious. COTA did much to change my mind. I watched as my units found the best route to travel to the battle, automatically called for supporting artillery fire, or refused to listen to my enlightened generalship when they moved to better defensive positions or fell back to avoid destruction.
This is a new feature in COTA. You can expand and collapse tree branches. Single clicking on a unit will take you to it on the map. Double clicking take you to it and open its specific in the left panel. Having a unit selected on the map and pressing "O" will take you to it in the OOB. Well, you get the idea. The OOB only shows the organic structure.
It will not display the dynamic command structure. Additionally, force rollup data is available. This is the second column of numbers. The first being just for the selected unit. As we can see, I have almost 11, troops under my command with 47 AFVs.
I won't show you the reinforcement tab; suffice it to say that I will have no reinforcements. It's a "come as you are" party for us. Hell you have about 11 to 1 odds now. You better not lose this fight! Yep, but that is the intel picture. Of course, the guys who prepared that picture are not on the dusty trail marching down to the river with us.
They are back in Berlin having schnapps right now. Also, don't let this scenario fool you. If the right things are done, the Germans can get pretty tied up. Okay, it is time for a plan. Remember I said that the key insight is that the enemy is weak, on foot, and trying to prepare a hasty defense? So, what does that mean to us? It means that speed is everything. Speed in this situation will be more important than careful plans, organization, and structure.
For those of you who have read my HTTR guides, you know that I am very fond of time tables, recon, carefully planned attacks with multiple axises of advance, etc Well, you'll see none of that here. Basically, we will be on an equal footing with him.
However, we do outnumber him. If he gets dug-in, then first we will initially be taking fire and not even be able to identify its source. Then, when we his positions are known we will have a hard time dislodging him. Furthermore, we'll have a much better fix on the enemy's positions.
This should help us greatly in frustrating his plans to blow the bridges. So, in summary, we are in a hasty attack situation. It is my intention to push forward as hard and as fast as I can. If we stop to organize a proper attack what will be the consequences? There is no element of surprise to be had. No matter how we go about it, our intentions are going to be clearly telegraphed.
At least, if we move swiftly, the knowledge of our plan may provide the enemy with little actionable information. Trying to get organized could end up being a much more protracted process than it appears on the surface. Even if we break the first line, we'll still be forced to deal with them. If we move quickly enough, he will never recover and we will blow right through him. Once we are across no matter how disorganized we are, it is pretty much over for the Allies.
Delays on our part more than action on their part will decide whether they suceed or fail. Here is the plan. Yes, I realize my artistic talents leave something to be desired. We will cross the river at Kouphalades Ferry. In achieving that, we will cut off the enemy from withdrawing to Larissa and have that route for ourselves. We will cross the river at the Tempe Bridges. This is one of our primary objectives. Achieving this will allow us to push the Allies away from the river.
My plan's legend: Orange - Div HQ and engineers will deploy here waiting for word that Tempe is secure so that the engineers can be sent in to remove the charges. Dark Blue - Our initial arty deployment. We'll be in reach of all the engagement areas along the river.
Light Green - Mortar positions. Our heaviest concentration of mortars will be Tempe. The next concentration with be a Kouphalades. We'll place a single platoon the North to cover the Pz Regt 3 as they make their way to Tempe. Yellow - All our direct fire guns will be concentrated on hill over looking the Bridges and Tempe.
They will break enemy positions near the bridges and prevent reinforcements. We'll also place a few guns to cover the Pz 3 Regt. Purple - The st. Regt infantry on foot will push as fast as possible to cross at Kouphalades Ferry. Red - The rd. Regt infantry on foot will push as fast as possible to cross at Tempe so that the bridges can be secured. Light Blue - The Pz 3 Regt minus recon units on foot; armor and motorized infantry will race down and push on to Larissa. They will assist where they can and otherwise take advantage of the chaos push on towards Larissa.
By the way, the grey gridlines on the map if you didn't own a previous game are 1km square boxes. Note, this is just for reference. There are no hexes or turns in this game. I'll pick this thread up again in a day or so.
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