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July 26th, 2006, 07:09 AM
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First Lieutenant
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Join Date: Aug 2005
Location: Pila, North west Poland
Posts: 640
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Re: And now ? (WinSP dreams)
Third version in series WinSPWWI 1890-1930
We have not many games about Great War
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July 26th, 2006, 08:02 AM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
Posts: 353
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Re: And now ? (WinSP dreams)
Quote:
blazejos said:
Third version in series WinSPWWI 1890-1930
We have not many games about Great War
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Lots of interesting but little known fights going on in Europe between 1918 and 1930. Push it back another 30 years, perhaps in another series, and one could cover the American Civil war, the Crimean war, the Franco Prussian war, The Russo-Japanese war, the Boer War and the colonial exploits of Great Britain and other European powers.
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"I love the smell of anthracite in the morning...
It smells like - victory"
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July 26th, 2006, 10:51 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: And now ? (WinSP dreams)
Quote:
PatG said:
Quote:
blazejos said:
Third version in series WinSPWWI 1890-1930
We have not many games about Great War
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Lots of interesting but little known fights going on in Europe between 1918 and 1930. Push it back another 30 years, perhaps in another series, and one could cover the American Civil war, the Crimean war, the Franco Prussian war, The Russo-Japanese war, the Boer War and the colonial exploits of Great Britain and other European powers.
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I don't think the SP game system will be very good at simulating anything before the 30's - ie when the squad wasn't the basic tactical unit on the battlefield, and with few or no vehicles ...
I'd prefer other game engines for that.
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July 26th, 2006, 02:56 PM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
Posts: 353
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Re: And now ? (WinSP dreams)
Quote:
PDF said:
I don't think the SP game system will be very good at simulating anything before the 30's - ie when the squad wasn't the basic tactical unit on the battlefield, and with few or no vehicles ...
I'd prefer other game engines for that.
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A single "squad" icon can hold up to 255 men to make an ACW double company or half-regiment. This gives prototypical density and basic unit size. C&C and cohesion wouldn't be quite the same.
The real deal breaker is the AI pick-lists. While a purpose designed pre-1900 engine will be better than extending the SP one, there is still a very valid case for SPWWI and a lesser one for actions in earlier periods with wide spread use of repeating arms.
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"I love the smell of anthracite in the morning...
It smells like - victory"
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July 26th, 2006, 03:18 PM
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Corporal
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Join Date: Jun 2005
Location: Norway
Posts: 81
Thanks: 29
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Re: And now ? (WinSP dreams)
The game "Age of Rifles" covers the period 1840-1914 quite well, so I don't think a SP is needed. The SP-series don't have formations like line and column, wich you need for pre-WW1 stuff.
Halstein.
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"Til fraegthar skal konung hafa, en ekki til langlifis!" Magnus Berrfoett
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July 28th, 2006, 07:41 AM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
Posts: 353
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Re: And now ? (WinSP dreams)
Selectable entry sides for north south battles rather than east west. I realize that the board direction is arbitrary, but the armoured trains look better when running east west.
It would also allow flank battles where one side attacks the others north-south defensive line from the bottom.
__________________
"I love the smell of anthracite in the morning...
It smells like - victory"
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July 30th, 2006, 07:32 AM
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Sergeant
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Join Date: May 2006
Posts: 274
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Re: And now ? (WinSP dreams)
Sorry I'm a bit late for this, but your point number 3 isn't really a point as I see it. Let me explain. Sure it's nor accurate that the smoke is an inpenetrable shield but then again look at SPWAW if you're aware of it. In SPWAW it's truly pathetic, as the smoke, any "one" puff of smoke, that is, can last upwards beyond 8 TURNS!!! At least the timing of winSPWW2 smoke is very realistic. The accuracy that this smoke covers a spot for one turn or two at maximum length is truly a playing wonder compared to the aforementioned.
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July 30th, 2006, 09:12 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: And now ? (WinSP dreams)
Quote:
Charles22 said:
Sorry I'm a bit late for this, but your point number 3 isn't really a point as I see it. Let me explain. Sure it's nor accurate that the smoke is an inpenetrable shield but then again look at SPWAW if you're aware of it. In SPWAW it's truly pathetic, as the smoke, any "one" puff of smoke, that is, can last upwards beyond 8 TURNS!!! At least the timing of winSPWW2 smoke is very realistic. The accuracy that this smoke covers a spot for one turn or two at maximum length is truly a playing wonder compared to the aforementioned.
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Well, that's smoke is totally ridiculous in SPWAW ain't an excuse for it being still overpowered in SPWin !
Talking about SPWAW I was just playing the Eagles MC and could assault a bunker 6 times a turn with an squad, pretty gamey isn't it ? 
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July 31st, 2006, 02:09 AM
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Sergeant
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Join Date: May 2006
Posts: 274
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Re: And now ? (WinSP dreams)
Ah, good, I had not noticed the difference in the two assault treatments since you mentioned that.
It would seem the only way you could to some degree solve the smoke wall would be to have either smoke that sometimes failed or have a variety of smoke that would allow to be seen through, but would cut accuracy maybe 50%. If you really want to get technical you could perhaps make a new kind of smoke that was a visual wall (what we have now) but that could only be fired by certain ground units (smoke pots). I suppose with such a smoke it would have to be set off in the hex the unit is in, and it's duration would be somewhat longer than what we have now.
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July 31st, 2006, 08:28 AM
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Private
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Join Date: May 2006
Posts: 36
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Re: And now ? (WinSP dreams)
I'd like to see a % chance of an immobile vehicle effecting repairs if not in combat and due to bogging down not hits nothing is more annoying than having a vehicle bog down miles from anywhere and sit there doing nothing
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