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Game Questions
Just a few questions.
If i turn off visible victory objectives will they still be visible to the AI regarding ownership?The reason i ask is that it seems kind of strange that i or the AI can use the information to plot artillery or where to send units when no units have a LOS to the objective. Playing with an infantry force and AI tank heavy turned off it seems like it still buys alot of armor compared to the forces involved maybe a companies worth.Why is that?Also how does it determine what armor to buy?It seems to like to buy Panthers and Tigers which makes things very interesting when you have a core infantry battalion and maybe a platoon of armored support bought in support set-up and then face several panther and or Tiger platoons every battle. Is it possible to add text to random maps? How does the game determine mission type?It seems like all it wants to do is give meeting engagements.I wanted to try an airborne or glider infantry campaign starting in june of 44 and all i got for the first battle was a meeting engagement and i literally restarted it from scratch 50 times. |
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2) AI armour buy is determined by the points it has to play with. There are practically no infantry-only armies (JA might be one, but you will still see tankettes). SP forces are always armour heavy in any case. "AI Tank Heavy" is there for the tread-heads that want more tanks even than that, and less nasty infantry and arty stuff :). AI tank heavy is only relevant on larger points buys anyhow - as the AI needs the points to buy the extra targets, anyhow. 3) Text is for scenario designer created or edited maps, not random maps. 4) The first 2-3 games are always meeting engagements in a campaign. Airborne and glider missions were as rare as hen's teeth during WW2 - leaving those for specifically designed scenarios is best. (Or a scripted User Campaign) Cheers Andy |
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Thanks.
I just wanted the first battle of my campaign to be an assault so that the paras could jump or the glider infantry could make a landing on the continent. I've found through trial and error,at least for American forces,that the most effective anti-armor unit is...infantry! German armor slices right through my tank destroyers and armor,but let them run into infantry in one hex engagements and its game over.In the one game i'm fooling around with i bought three infantry battalions and ran into a large armored force early on.I'm trading about 1:1 or 2:1 for each panzer destroyed.Though from what i've played such a force in a a high visibilty map without terrain advantges ala St.Lo maps will find itself hiding out most of a battle. |
Re: Game Questions
Infantry in close quarters will almost always be the best anti-tank defence available. The only trouble I've had with trying to take out tanks at close range is when I was using Russian Infantry with only hand gernades. It took a lot to get them to charge a tank and hand gernades lack a lot of the punch a satchel charge or anti-tank mine have. It's possible though.
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Re: Game Questions
If an infantryman runs out of ammo for a specific weapon, is he still able to tank assault with that weapon? I ask this because it seems that infantry with with a dedicated AT weapon slot but no ammo are more successful when assaulting tanks then infantry with no AT slot at all. Could just be blind luck on my part though:)
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Bob out:D |
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Matt |
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:hurt: |
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Hmm, tank killing with infantry has to be one of the most satisfying aspects of the game especially when they have no dedicated AT weapons! Much harder against human opponents I would imagine though!
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