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  #11  
Old December 14th, 2007, 07:09 AM

Marek_Tucan Marek_Tucan is offline
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Default Re: long Campaign

Re enemy experience, the enemy units would be of the given countrie's given timeline quality as set in country attributes. If you say wanted enemy ultra-elites, you may alter the settings in Preference screen prior to the battle.
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  #12  
Old December 14th, 2007, 11:48 AM
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DRG DRG is offline
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Default Re: long Campaign

The AI does not advance units in experience during a campaign as a human player does when playing a campaign. It always starts each game with "standard" troops.

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  #13  
Old December 14th, 2007, 12:17 PM
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Default Re: long Campaign

Your core will increase in quality, and therefore cost, plus any additions you make to your core as you progress will add points value to your core, before you buy any support troops in a battle.

As your core value (+ any support bought) increases, so the AI side will get more points to spend, and so field a larger force against you as time goes by.

Cheers
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  #14  
Old December 15th, 2007, 05:46 AM

Charles22 Charles22 is offline
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Default Re: long Campaign

Yes, that's one aspect of my game that could use vast improvement, as my ventures into the rear, are generally unsatisfactory on the offensive. What's even worse about it is that I am generally attacking in force with armor at that time, not using scouts alone for example. It's almost as though the best units are the immobile guns, and we're often not even talking ATG's

I guess the idea of sneaking something back there doesn't have a lot of appeal for me, because it's usually there that I suffer the most. I'm maybe only scoring even or 2-to-1, whereas the limited results I derive from the rear aren't serious enough to threaten my usual decisive victory (maybe 80% decisive victories), they are the worst time I have. I think the problem is that since I have met the enemy core, even though I'm attacking the rear in soem kind of force, I leave the infantry on the ground and therefore don't spot the rearward guns very well. I wouldn't even dream of sending scouts by themselves, but, otoh, you have given me an idea, oh yes.

How's this for some slaughtering? How about those brandenberger units? I'm not talking those sissy scout units, I'm taling the full 10-12 man units. Ah, those guys have two LMG's too and a choice of sniper rifle, ATR, some sort of mine, and something else (as the optional weapons). They're my infantry bad boys and I have them with the mines. I only have 3 of them in core, but team that up with my core halftracks and I got some offensive rearward punch there, if I can find a way to get them through. Considering how I play, it would probably be best to load them up that way when the rear assaults are to start, and send them sneakily out first. Disembark them at some good spot and see if they can start sniffing a few things out. Though they will be spotted fairly easily, they sure can take it with that many men, and hopefully I can keep the HT's around to lend support should they get roughed up until they can get coherent.

I can't envision me being able to get anything through an enemy defensive front unless it were a small scouts units, and even then I would have to add quite a few turns onto the battle to hope to be able to move slowly enough for them to at least not be spotted by the frontline units.

Oh yeah, for those who wish to try tall maps, be aware that with the Germans, if you're fond of PZIV's for example, their general lack of guns will prove often harmful and the same goes for the PZIIB, etc. You have to achieve a certain ratio of better quantity of both AP/HE gun shells and MG fire from your armor. I generally don't have too much of a problem with infantry ammo, but then I don't fight with them as much, though I must generally a total of 20 platoons in core. In the early going you need a certain amount, maybe 5-10, of the units that give you quite a lot of MG's and/or main gun ammo. My favorite to fulfill that is the PZIIIB/D I think it is. Like 2 or 3 MG's and great ammo on the 37mm gun. The more PZIV's you have, though probably your best mobile anti-tank, the more ammo trucks or depots you will need. I don't buy those in core, but I buy 4 ammo trucks. One for my main armored group, and one for the lesser armored group. The other two I save for my 4 IG guns, which are my sole core ground artillery. I like IG guns because I don't really need transport for them, since they can move on their own. One or both of the remaining ammo trucks feeds these four guns for a limited time.

I can't tell you for sure that playing a tall map uses more ammunition, because if anything you're more inclined to use more units that way (more actually fighting as opposed to a centralized blob force), since you basically have to, but it sure seems like you do. Now this tall map thing is pretty new to me, and I have never played far enough into the campaign with that style of play, to try it in France and beyond, but, oh, things could get verrrry interesting in the USSR, could they not ? Oh, waves of BT tanks send shivers down my spine thinking how the ammo will disappear. Don't just have PZIV's and PZIID's as your armor or you're in for some hurt.
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  #15  
Old December 16th, 2007, 02:02 AM

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Default Re: long Campaign

Philjat; welcome,
In the Manual at the end is a section on CD version enhanced features (or something of that sort) and there is an explaination in there.

Filter does not work on the download version however.

Correct em if I'm wrong.
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  #16  
Old December 17th, 2007, 01:06 AM

Charles22 Charles22 is offline
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Default Re: long Campaign

I would make a new topic on the following question, but I don't see how to do it anywhere. How do you make new topics?

Anyway, I saw on the forum a few weeks back that somebody had found a legitimate bug, and the respondent said that he had fixed it, as though there's another patch which will have that. I'm not in any sort of rush, but I am wondering if such a patch will come anytime soon. I don't want to start playing again if the patch isn't that far away, because I will restart when the patch comes. Thanks.
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  #17  
Old December 17th, 2007, 01:13 AM
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Default Re: long Campaign

At the top right of the forum main page is the red text "Post" with a paper icon. Click it for a new thread.

IIRC the next patch is after the new year, I'd guess nearer to Spring.
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  #18  
Old December 17th, 2007, 01:42 AM

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Default Re: long Campaign

C.22, no problem; it fits in the topic anyway as it relates to a long campaign. Alright a bit tenious but from the time signature's I see you got a reply in minutes and thats what I like about this forum; I've always got an answer.

Now Junk2drive; I thought Arizona was a desert state devoide of coast line?? You realise I now have to walk through the house to consult an atlas!!!!!

Evan.
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  #19  
Old December 17th, 2007, 08:15 AM
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Default Re: long Campaign

LOL evan! I smiled when I saw J2D's where about's too. I guess you could say I live on the Northwest coast of Arkansas on the Ozark Mts.
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  #20  
Old December 17th, 2007, 11:52 PM

Charles22 Charles22 is offline
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Default Re: long Campaign

I wasn't aware that this forum was a responsive as that, but then again with my hours you're used to waiting at least 8 hours before somebody gets around to it. I guess possibly before next spring is a pretty long reach, so I guess I will get at least a few battles in, but I know I will be nowhere close to finished.

BTW, I'm not sure exactly when they put this in, but the unit database is so flexible now. I always hated always having the same units at the top. Quite another large advantage over SPWAW, assuming SPWAW hasn't done the same thing.

I also see the fatal flaw in the new post scheme, as it not saying "new post" but only "post" makes you easily ignore it. I had new posted before, but it had been so long I forgot where it was, and it being a bit obtuse doesn't help any.

Thanks guys.
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