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Creating a campaign
Is it possible to save a campaign half way through the selection of core units so you can pick it up later?
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Re: Creating a campaign
As far as I can tell, there is no save option available when you are on the purchasing screen.
How large campaign core force are you planning to buy? |
Re: Creating a campaign
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Re: Creating a campaign
Remember if you set your core to max (and buy that many points worth of units) the AI cannot assault or advance against you (it has to have more than max...) and there is no room for your units to improve (increase their cost), or upgrade...
also If you max number of units, you will not be able to add any mission specific units from support points. I prefer to keep my core under 20,000 - allowing for experience upgrades and for the AI to max out for assaults |
Re: Creating a campaign
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Re: Creating a campaign
Max is, I believe for core, 65,000 points, 200 units.
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Re: Creating a campaign
If you cannot purchase a whole core campaign force at one go, you might be maybe starting a campaign with too large a core force.
Or if you are slow on making purchasing decisions, you might want to first write a "shopping list" somewhere else and then just go and buy the actual units. |
Re: Creating a campaign
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Re: Creating a campaign
What I usually do is make a shopping list, max out available points (you lose any you don't spend anyways, so its plenty fair I feel), and decide what is indispensable. Ask yourself, what kind of force am I trying to represent? What can I not live without? And most importantly, what will benefit the most from experience during a campaign?
Adding things that do not really benefit from experience or morale gain during a campaign is probably wasted slots and points (trucks, half-tracks, ammo carriers, etc). Armored cars and very light tanks are arguably wasted points if the battles are large enough as they likely will not survive long enough to enjoy their rewards. Construct the force around either armor or infantry, and then buy assets that will support your style of play. If you are high mobility then self-propelled artillery is desirable that can keep up. If you're playing footslogging infantry, then perhaps StuG's and other CS-tanks are preferable to help you destroy strong-points or repulse enemy attacks. AT guns are debatable in a core: they tend to die fast to mortar fire and sacrifice their experience gain pretty quickly but are also indispensable for taking the combat load off your tanks. Plus you can upgrade them later to tank destroyers. Just be methodical and remember there's no "wrong" way to do this! |
Re: Creating a campaign
I've found the following thread to be very useful on the matter:
http://forum.shrapnelgames.com/showthread.php?t=50453 |
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