Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
everydayfalls
Aug 23, 2016

bewbies posted:

this

Almost nothing pisses off soldiers more than equipment that doesn't work as it is intended.

Imagine:
- You bust your butt all through high school and pull all the strings necessary to get an Annapolis appointment
- You spend years getting your ratings and grinding through the ugly bureaucracy of the inter-war Navy
- After a decade or more you finally pin Lieutenant Commander and get your own boat, right as real no-poo poo naval war breaks out
- You spend weeks sailing your battered, smelly submarine to the South Pacific, training your guys, keeping your own skills sharp
- You go out on patrol and spend weeks looking at nothing but open ocean. Everyone smells, everyone is exhausted, fresh food is long gone
- You finally find a Japanese convoy, steaming along nonchalantly at 10 kts in a straight line. All these years of training and weeks of travel finally culminate in you getting to fire a live torpedo at an enemy ship!
- You stalk the convoy for hours, never leaving your periscope. You spend all day running to get in position, then submerge and lie in wait for hours more
- You've lined up the perfect shot on a heavy freighter. Every setting is dialed in, the crew is running tight, everyone is ready to strike back for Pearl Harbor

...you fire 4 torpedoes. Everyone one of them hits the target. Not one of them detonates. Target just keeps right on going. Escorts now know you're there, and start hunting you instead.

My grandfather served on American subs in ww2 and 50 years on had a sense of humor about it. But you could tell under it all he still held a grudge about it.

Adbot
ADBOT LOVES YOU

everydayfalls
Aug 23, 2016

Gewehr 43 posted:

Which boat(s)?

If I am remember correctly it was a couple of different boats. I don’t recall any of them standing out, Gato could have been one.

He was the chief of the rear torpedo room, his favorite stories where always about conspiring with the cooks to store the best stuff in his space. I wish he was still around so I could ask him about the ice cream maker.

everydayfalls
Aug 23, 2016

Alchenar posted:

lol it's so maximum grognard developer to decide that 15 years after DEFCON was a low-key hit, they're going to remake the game except add a dozen layers of complexity: https://www.slitherine.com/game/icbm

This will never have the atmosphere of DEFCON. The dynamic sound track with the lady softly crying in the background as millions died...


I just noticed the clip art mushroom clouds, ugh.

everydayfalls
Aug 23, 2016

Bold Robot posted:

I picked up thread-favorite DC:B on sale - is there anything I should known/read/watch before I jump in? If there's a relatively succinct tutorial out there somewhere I'd be interested in it.

This LP has a lot of great info here. If you’re playing watch out for the ai, I think it cheats a little bit with regards to supply. The couple of times I played the Germans the soviets would send a couple units down the seam between army group north and center and gently caress up my supply situation. Something a human wouldn’t be able to do.

everydayfalls
Aug 23, 2016

BBJoey posted:

Sending units in between army groups is actually exactly what humans do as the Soviets in DCB. Taking a couple of divisions that are too battered to fight and sending them on an exploratory journey into the enemy backlines is a great way to gently caress with German supply. The AGN-AGC line is particularly vulnerable southeast of Lake Ilmen, which the German player often leaves exposed, and AGC-AGS is vulnerable around Kiev.

Granted it could be that I am just bad at the game. But if I remember correctly, the units where both 10’s of hex’s away from their hq and in a different theater. Which should have provided an ap malus large enough to prevent them from moving more then a hex a turn. I was seeing tank units with their full ap scooting around.

everydayfalls
Aug 23, 2016
Here’s a couple of pointers for UoC2 after getting through to operation unthinkable

1) don’t worry about a unit or two being out of supply for a turn or two. Use the hq ability to provide them with supply and keep the spearhead going

2) look for opportunities to capture enemy supply, it will resupply near by units

3) surround hard points and starve them out, it is almost never worth the cost in steps to remove a unit from a city

4) if you capture the hex a unit spawns in it can’t be played. A tank with a recon step can trivialize certain missions.

5) using a truck card on an hq with a motorized command, motorizes every infantry unit in an army. For the whole mission

Finally don’t be afraid to restart a mission, the penalty is pretty small in the grand scheme of things.

everydayfalls
Aug 23, 2016

Mandatory Assembly posted:

I have been bashing my head against the Luibijiana Gap scenario in UoC 2 for two days. Somebody tell me what I’m missing. I’m not getting to Maribor by turn 10, to say nothing of Graz.

I’ve tried sending a large force up the left to divide the defenders; I’ve tried a token force on the left and everyone up the center; I’ve tried ignoring Zagreb completely in favour of the primary objectives... I just can’t crack it.

Send a couple infantry and one tank along the north to cut off supply coming in from the north of the map. If you can make it over the branch of the river hold the river valley and bring up the rest of your elements to secure a supply pathway.

Use a pontoon bridge to get on the side of the river adjacent to the last objective and park some assault infantry there. Use set piece attacks to force the unit holding the last city to retreat and move a unit into the city. One you hold it for a turn it’s game over.

Hope that helps, I can screen shot it later tonight if you are a visual learner.

everydayfalls
Aug 23, 2016

Ghost of Mussolini posted:

Playing Order of Battle when it came out, and getting quite a ways into the campaign, I stopped because the ship combat was incredibly annoying. Including some maps were ship combat is not only prominent, but the main focus. Has that changed at all?

Depending on which dlc you get you can avoid naval combat entirely. The German and Soviet campaigns have little if any naval combat. With the exception of the kreigsmarine one. Which is the only one I don’t have, as it seems to be widely considered the worst one. If you haven’t played in a while you might want to check out the main campaign again just to see what they changed about naval combat as it is vastly different from where they started.

If you are looking for a one shot campaign to get a hang of their systems the finish campaign is pretty good for that. Just wait for a sale, you can generally pick up the dlc for less than $10 a pack which is a steal considering how much game you get for the price.

everydayfalls
Aug 23, 2016

Alchenar posted:

Okay turning down my enthusiasm on Order of Battle a little, the Naval system is definitely better than Panzer Corps but still isn't really engaging and while there's interesting ideas with the scenarios there's also a degree of 'dear god player please don't go off the script'.

There is definitely a since of trying to figure out what the script/map designer was thinking in a few missions. The early levels are especially bad about this, in the us Guadalcanal map taking certain historical objectives that aren’t listed on the objective screen grants you extra units.

I wouldn’t say there is one “objectively” correct way to do each levels like UoC :can: but there is definitely an answer space the designer expects you to operate in.

everydayfalls
Aug 23, 2016

Alchenar posted:

The worst bit of this particular style of game is losing all the RP you get between missions, so you find yourself delaying completing a mission just to make sure you can buy all the things you want.

OoB fixed this early on. If you complete the mission early you get the credit for the turns you don’t have to play.

everydayfalls
Aug 23, 2016

Stairmaster posted:

How do you all feel about the soviet dlc for oob? I am not enjoying these defensive missions.

Defensive missions are always a slog. Where I found my fun was finding a place to launch a backhanded blow and spoil the attack. Plus you know that eventually you will be marching on Berlin so there’s that.

everydayfalls
Aug 23, 2016

Cerebulon posted:

Where was it that the Truck Nazi vs Train Nazi joke about Decisive Campaigns: Barbarossa came from? I could have sworn it was a Let's Play on here but I may have been completely imagining it and I can't find anything of the sort in searches.

https://forums.somethingawful.com/showthread.php?threadid=3793900

Probably that let’s play

everydayfalls
Aug 23, 2016

Stairmaster posted:

how do you cope with the fauna in shadow empire... theres a lot of them on this planet...

Tanks usually do the trick.

Also the AI is fairly risk averse so you can hold the line with regular infantry. Even militia can defend from them pretty well.

everydayfalls
Aug 23, 2016

Gort posted:

Playing the Moscow '41 DLC for Unity of Command 2 and I'm completing objectives pretty well, though it's very hard.

I just don't have a proper answer for "fortified elite German infantry division in self-supplying town", like Demyansk. Sappers can't do it, tanks are just terrible... So far my best successes have been "shell the town flat and hope", which really isn't a great solution on the timeframes I'm supposed to be taking these positions in.

It was a problem in the main game as well, but I think Allied divisions must just have better attack values than Soviet ones, because it wasn't nearly as bad. Here it's like, "You'll lose half a division and you'll do nothing at all to the enemy", which means even throwing six or seven attacks at a town in the same turn won't dislodge them.

Sequential faint attacks? I think they only recoup 3 steps per turn. So long as you do more then that you can wear them down.

everydayfalls
Aug 23, 2016

Drone posted:

When did the basegame for Order of Battle go free? Or has it always been this way and I've just completely slept on it?

Downloaded it and have spent the last 90 minutes having more fun than I thought I would, definitely gonna look into picking up some of these DLCs once the Steam sales happen.

Since they changed their model to dlc. Years and years now.

I will nth the recommendation for oob, it has strong beer and pretzels vibes and the price for entry is right.

Also unity of command is a puzzle game :can:

everydayfalls
Aug 23, 2016

FishMcCool posted:

Been enjoying some of OOB's free scenarios. Boot camp last mission was a fun little conclusion and some relief after the tedious naval engagement before. Then tried some free samples, from the Marines campaign, Winter War and Sandstorm. Thought I'd get started with the Marines campaign, but Winter War may edge it, I really enjoyed the hide and seek around those russian columns.

Sandstorm was a fun diversion. I'm more into infantry, but thought I'd try this one out for something different. The big map with multiple roads to objectives felt radically different to my previous engagements.

I do feel that the scenarios are on the easy side though. I'm far from a brilliant player and left things at the default setting (2/5 I think?) but never felt at risk of failing and even unit losses have been extremely rare, with no mid-mission reload. Not sure if it's that difficulty 2 is too easy and I should increase that, or if it's just that campaigns are designed with walkover intro scenarios.

Is that the level where all the enemy units are strength 8? If you are familiar with war gaming at least bump it up one level from there so the enemy is fielding strength 10 units.

The difficulty can be changed between (maybe even inside) scenarios so if you find yourself caught out to much you can scale it back.

Also the first scenario of that each pack is usually pretty easy. But it can ramp up quickly from there.

everydayfalls
Aug 23, 2016

Mans posted:

Not sure if Mobious Front should be talked about here or on the strategy thread, but drat if the game is as frustrating as it is good. The AI is either very good or (mostly likely) knows where your units are at all times, so the game feels like really explosive chess.

It’s one of those games where if you gently caress up you know the only one you have to blame is yourself. It remains the only zactronics game I have ever completed.

everydayfalls
Aug 23, 2016
Alright grog friends I got my slitherien anniversary coupon and I am trying to decide between a couple of options. Combat mission Black Sea, Cold War or command modern operations.

I played a ton of combat mission beyond overlord but haven’t really touched the series outsides of a demo or two since then. Command modern operations reminds me of trying to figure out harpoon back in the day, in that I will probably fail a lot and get scores of sailors killed.

Let me know what you think.

everydayfalls
Aug 23, 2016

Fuligin posted:

if you havent tried the tutorial scenarios yet, make sure you do. i found them essential. Also maybe just gently caress around with some fun smaller community scenarios and whatnot if you aren't already

As a cmno newbie I second this recommendation whole heartedly. There are several sets of tutorials laid out in the base game. They explain “how to mission” in detail and give some broad hints as to what various units can do.

The one thing I would add is read the data base entries for the units in the scenarios you jump in to. Both friendly and opfor. They will help you understand how to read them and what to look for.

everydayfalls
Aug 23, 2016

Tomn posted:

Sorta groggy, but does the thread have any thoughts about Fantasy General 2?

I enjoyed it. Decent branching paths to so you can take different paths if you so desire. But just pick berserkers all day every day and you won’t be sad.

everydayfalls
Aug 23, 2016

Pirate Radar posted:

Also, I assume he has to figure out a new way to make unit production work that’s not so abstracted. The current system of “spend resources, tanks appear” doesn’t work for, say, a battleship.

Frankly just use the building system for boats. It has everything you need for large long term investments already baked in.

Actually just use the building system for all units. It makes way more sense then the current abstraction.

everydayfalls
Aug 23, 2016
So I asked earlier about cmo vs combat mission and with my anniversary coupon I ended up getting both. After playing both I have to say, cmo is way more approachable then I was expecting

The fact that you can dive down into the units and the weapons they have means at the very least I know what they are supposed to do. A lot of the units even have little blurbs that describe their intended use. The tutorial missions provide a range of experiences that teach the basics of the game.

Compares with combat mission where I had to google the three different kinds of forward observer I was deploying with and still have no idea how they are different.

So the question I have is what modules for cmo are considered “essential “. Or is it just pick the conflict you are most interested in?

everydayfalls
Aug 23, 2016

Kvlt! posted:

Thank you! I appreciate it.

Right now I'm trying to wrap my head around how reference points work. The tutorial told me to mark 4 reference points, making a kind of rectangle shape, and then setting a mission for my fighters to patrol inside that rectangle made by the 4 reference points.

But online I see people sending planes to a single point, so you're not always supposed to make boxes/shapes with the reference points? What good does having one reference point do/what is the use of them?

Reference points are used to define missions which is how you get the AI to run the planes for you. You can also do it all manually, which is fine with smaller scenarios. But just having the awacs plane race track between two points and when it’s low on fuel return to base to be replaced by your other awacs plane is great.

everydayfalls
Aug 23, 2016

Kvlt! posted:

Ah okay that makes perfect sense.

So if I wanted a plane to bomb a single point, I'd use 1 reference point.

If I wanted it to bomb a point and return to base I'd use 2 reference points,

and if I wanted to bomb an area I'd use 3+

Thanks everyone ill be back with plenty more lmao

Not quite right. A reference point is a place to go. There may be actions in that general area but they need to be (usually) contained within a set of reference points.

In your example if there was a single reference point and you had a mission to send a plane there it would just circle the point. It might attack things if the weapons threat range over lapped but it probably would not be optimal because the rapid turning around the point means the plane is constantly changing direction.

There are a couple of other tutorials about manually directing aircraft that might explain the difference better then I can.

everydayfalls
Aug 23, 2016

Kvlt! posted:

So for example if I wanted a plane to bomb a target then return to base, I couldn't just set a reference point at the target (RP1), and a reference point at base (RP2) and tell it to go to RP1, bomb, then go to RP2?

I think I'm just going to watch some youtube and watch people use them to get a better sense of how they work. I appreciate everyone's help!

If that's all you want the significantly easier way to do it is to manually tell the plane to attack the target. Or better yet create a strike mission that has the target you want to destroy as its objective.

If you want your forces to destroy things in a particular area you can set up three or more reference points and just tell them to attack anything in that area. Once again you would use a mission to do this.

Honestly just play through the various air operation tutorials a couple times each until you understand them.

everydayfalls
Aug 23, 2016
I had a similar experience with just the demo for Black Sea. I ran an infantry squad across open ground between two buildings and the Russians a good 400+ meters away cut down the whole squad in about 30 seconds.

In previous games you might have lost a squady or two but posted the rest of the squad in the destination for a base of fire. It definitely gives you an appreciation for the deadliness of modern peer conflicts.

everydayfalls
Aug 23, 2016

HerpicleOmnicron5 posted:

I wish there was a conversion mod that inverted the difficulty curve in the Pacific. U-Boats in the Atlantic have the best natural difficulty curve, but the Pacific has much more interesting navigation and mission variety thanks to all the islands.

Seems like playing as the ijn would solve this problem, no?

everydayfalls
Aug 23, 2016

Gewehr 43 posted:

Well to be fair, thanks to the Hypo guys cracking the JN25 code, the battles more often than not came to them. The number of IJN subs that were targeted, stalked, and assassinated based on code decrypts is astounding to the point that you have to wonder how the Japanese leadership never seriously questioned the sanctity of their codes.

The original ask was “pacific but escalating difficulty like the uboats in the Atlantic “. Everything said so far is making my point for me.

Tutorial mission is a surprise attack on some unsuspecting Dutch cruiser. Last mission is an attempt to get into position to launch the attack on the Panama Canal, but as you watch the plane take off you are dive bombed by a hellcat.

You only get points for sinking warships or reporting their position. Ever time you radio in there is a chance a hunter killer group is dispatched to your exact location.

It almost writes itself!

everydayfalls
Aug 23, 2016

simplefish posted:

Honestly that's probably the right move, it's not like they'd sell twice as many copies at $20

Just have it on almost perpetual sale. 39.95 feels right if a little expensive but the rush for getting it at 19.99 during a steam sale is priceless!

everydayfalls
Aug 23, 2016
On the recommendation of the thread I picked up regiments as well. Game is Good.

For the campaign you really need to keep the objectives in mind. Don’t be afraid to fall back from optional objectives and trade time for opposition casualties. The ai doesn’t really leave mobile units to hold what it takes.

Also a lot of the atgm weapons have a longer range then the vision circle of the unit holding them. So parking an antitank unit a little ways back is supper effective.

everydayfalls
Aug 23, 2016

pedro0930 posted:

Finally finished Regiments, on hard. The last chapter was grueling. I had to spend all money on supply and replacement in the last two level because the attrition was just that high.




All the M3A2s, mechanized infantry, and helicopters had ~90 kills as well.

I didn’t go for hard because gently caress that noise, just medium kept me on the edge of my seat. After the build up of the previous campaigns it is a great capstone. Each map has something different going on to keep you on your toes.

And the M1A1 does some solid work as long as you keep the front pointed at the enemy.

everydayfalls
Aug 23, 2016
The reason the south wasn’t rolled in up in no time by the north was mostly political not military.

You would need a system like dc:Barbarossa to replicate the challenges that the north faced. Which I am honestly surprised someone hasn’t made an attempt at. The way we tell the story of the acw is as a character drama so a game that replicates this seems like a no brainer.

everydayfalls
Aug 23, 2016

ZombieLenin posted:

Yeah, while I am not a huge fan of card based gameplay in hex war games, when DC:B came out I really thought that the whole political system was the future of PC wargaming.

Something similar would solve so many balance issues in games like WiTP:AE or WiTE. I really feel like people need to be given a reason to behave historically in games.

For example the Allied player in WiTP:AR who just plays Sir Robin and runs away, or in WiTE when the Russian player just refuses to do poo poo like defend Kharkiv... stuff that would have been politically impossible essentially.

The thing I slowly realized though is there are a whole set of grog game players who aren't like me and don't derive enjoyment from a game because a game allows you to attempt to redo historical conflict with constraints that are as close to the historical constraints of commanders as possible, and instead see grog games as just games like "Risk" where the object is to 'win' and the maps/conflict being modeled are just sort of like wallpaper.

For the record, there is nothing inherently wrong with approaching grog games like that, it's just not how I enjoy grog games; and it means when I am looking for an MP opponent, I need to be very careful about which type of grog opponent I am getting.

It’s all well and good that some folks just want to push their tanks around a grid and go pew pew. But, a lot of these same people also complain bitterly if the oob of the German for Kursk in 1944 contains too many smgs. You cannot make the argument that you are attempting to “simulate “ a conflict from a strategic view down to that level of detail and ignore the politics of it all.

There is no reason to give the confederate army combat bonuses when it’s the political will of the north that prevents them from winning. There is no reason to give the Japanese player the same winning conditions as the Americans. If you are going to simulate a strategic layer and ignore the political implications of the decisions that you make then you are missing the forest for the trees.

everydayfalls
Aug 23, 2016

Tomn posted:

Just have to hope for a dev to come along who wants to aim their core focus on folks who think more about politics!
:glomp:


I for one would like to subscribe to your newsletter.

everydayfalls
Aug 23, 2016

Popete posted:

The B17s in War on the Sea are a bit cheesy but if I remember right they're only accessible from your main base and that limits how far they can reach. I think they also changed how many planes you have access to so you can't just spam out B-17s constantly.

If I remember correctly you get a few starting at level three air fields. You can put some pretty big bombs on them which do a decent amount of damage especially if you set them up to skip bomb.

everydayfalls
Aug 23, 2016

oscarthewilde posted:

My thoughts exactly. Exploding the Tsar Bomba over New York or London is a kind of morbid fun for 5 minutes or so, but who wants to 'play' an in-depth nuclear war simulator where you can apparently see what nuclear does to an individual person over 10 loving years!? that's psychopath stuff

One of the things that sticks with me is the quite weeping in the background music of defcon. I think it tied into when a city got hit too. Good game but morbid as anything I have ever played.

everydayfalls
Aug 23, 2016

Ivan Shitskin posted:

Ok I bit the bullet and got the game with 2 hours left on that sale, despite knowing next to nothing about modern air/sea stuff. What have I just done. :negative:

For grog games I've mostly just played hex-based land warfare stuff and Combat Mission. I've always wanted to learn more about how the air/sea stuff works though.

The tutorials are fairly well done. Highly recommend playing through them.

everydayfalls
Aug 23, 2016

bgreman posted:

I really wish Children of a Dead Earth had had any kind of campaign play. It's screaming for it.

Can you imagine trying to get a fleet to form up, multiple transit burns :effort:

everydayfalls
Aug 23, 2016
I have been unimpressed with Cold War. The graphics leave a lot to be desired, the los tool is the same one from cm1 (none) and to top it all off unit cards are an incomprehensible mess.

Adbot
ADBOT LOVES YOU

everydayfalls
Aug 23, 2016
It says something that my favorite cm memory is a company sized random mission from the original beyond overlord game. Just setting up a small base of fire, lobbing in some mortar shells and assaulting a farm house.

Simple scenario, over in 15 game minutes maybe 30-40 real life minutes. It seems that every scenario wants to be the battle of Kursk, which gently caress manipulating anything bigger than a battalion in this ui. Even that is supper unwieldy.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply