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January 27th, 2010, 05:36 PM
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Thanked 602 Times in 476 Posts
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Re: SCenario help...
A bit short on time at the mo but will see if I can try & restore HQ unit as think its a good little battle. Will have a play with 226 also are there any problems I should look at there?
On your HQ would not mod it represents your link to HQ more than anything in my view, its the commander or his subordinate in the field to get a live view on the sitution & report directly to wherever HQ is based.
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January 27th, 2010, 09:39 PM
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Re: SCenario help...
Found a bit of time heres your scenerio 227 back map & BMPs fixed.
HQ what a nightmare only solution I could do is its now invisible you cant access it thought that should not be a problem its in the rear area.
Some points.
1) I hope you have restored default OOBs using manage OOB sets to stop further problems in the future.
2) Leave HQ alone if you want to do anything with it reduce speed to zero & stick near map edge it represents your link to the outside world as in arty parks etc in scenerio 226 you turned it into a tank. This means any sensible player will not use it in combat & risk losing first order of the day is hide it incase enemy has air support.
3) Not sure if you have but do NOT cross attach units to HQ its automatic anyway supose I am saying leave it alone so you dont break it.
4) Buying order as mentioned before forget where FOOs should be buy straight after HQ for ease of finding & SEAD aircraft should always be the first planes purchased. If you want to get clever when have large amounts of arty buy a few to target AAA assets then air followed by the rest of the arty maximises planes chances of being effective. Not important but I would generally buy infantry & there vehicles before armour so it only opfires if they cant deal with it.
On scenerio 226 had a quick look assault with most of the brigades arty by the looks of it do not have access to my OBAT data at present but whats it representing? If do text for suggest mention turn fast arty on for those that dont as assume big barrage at start.
For my own intrest integral to the unit what arty & AA assets does your book say they should have from the top of my head Mortar section looks right & normally 18 Gvozdika SP122mm, handily they can be represented off map by 122mm howitzers as same gun.
AA think there are 8 SAM units think it should be 6 & only a unit facing NATO would have the luxury of all high end normally 4-2 mix though thinking early 80s here if I remember right, the Chinese air force is not great so would not expect top equipment. If you do more vs China might also consider using BTRs instead of BMPs probably oldest model available.
Just some thoughts to consider as trying to be realistic I think & off the top of my head.
Also noticed again have trucks etc for no purpose would suggset you stop adding none combative units they serve no purpose in game player will just use as trucks or more likely hide on turn 1. Silly players might just use them to draw fire.
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January 28th, 2010, 05:54 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: SCenario help...
Included is a fix for scenerio 226 think I got all the problems, not quite sure how you are creating them you only really need to make any adjustments in game editor. Would suggest not messing elsewhere with possible exception of if you want a special icon. Not played yet but have a feeling this may need a bit of balancing due to amount of arty just fixes.
A thought if you want to include none combative units like radar trucks may be usefull as targets for the other side edit one correctly, Rename Radar ..... remove carry capacity increase cost a lot if targets to defend maybe make even slower then clone the unit so all are the same.
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January 30th, 2010, 07:48 PM
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: SCenario help...
Started Scen 226 currently turn 8 initial setup in outlying areas good set up for a few flank shots which luckily I have mainly avoided, will do an AAR on & link here for you follow progress. Want to try using all that arty to flatten the town & see who survives as still think its a bit over the top.
I am no expert but points as I think of them that might be helpfull.
1) When attacking other than East West use the "Set Rally Point" button so route sensibly. Very important if dropping Paras behind enemy lines & can do in game to but not for the enemy.
2) This is just my view but generaly better if the enemy has the best equipment most of my tanks are safe from the front suggest at least swapping ATGMs for the best available.
3) If you have the CD worth setting opfire filter for a couple of enemy units or adjusting range down using Y key. Things like RCLs hard to spot as dug in so screw range down to 5-8 for a more accurate shot. If use Y & fired on from greater range they will return fire if they can.
My brains not worth %$£# had a couple of others but forgot 
Edit
Remembered one AI does not know how to use ammo resupply never give it ammo trucks, can give bunkers but set up units to be supplied 1 hex away not ajacent, better to just adjust ammo loadout for it
Last edited by Imp; January 30th, 2010 at 08:18 PM..
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January 30th, 2010, 09:51 PM
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: SCenario help...
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