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Sean O'Connor's Games • View topic - Another New Guy's Frustration

Another New Guy's Frustration

Real time World War II combat simulation

Another New Guy's Frustration

Postby Owl » Fri Sep 12, 2008 8:13 am

Owl
 
Posts: 3
Joined: Fri Sep 12, 2008 7:20 am
Location: Texas

Postby Andy Brown » Fri Sep 12, 2008 10:30 am

Andy Brown
 
Posts: 262
Joined: Wed Dec 08, 2004 9:30 am
Location: Christchurch, New Zealand

Postby Knut » Fri Sep 12, 2008 6:16 pm

Knut
 
Posts: 119
Joined: Tue Nov 13, 2007 9:06 pm

Great Help!

Postby Owl » Sat Sep 13, 2008 6:45 am

Owl
 
Posts: 3
Joined: Fri Sep 12, 2008 7:20 am
Location: Texas

Postby Owl » Sat Sep 13, 2008 9:42 am

UPDATE:

Just got rated "Superb" after following the suggestions in this thread, although I would consider my casualties shockingly high (37%). I guess the rating system uses the old Russian military doctrine: "We have more people than you have bullets."

Anyway, now I know I will enjoy this game more. In fact, I think it will become all that the "Close Combat" franchise should have been.



Thanks AGAIN to Andy & Knut! :D
Owl
 
Posts: 3
Joined: Fri Sep 12, 2008 7:20 am
Location: Texas

Casualties

Postby JeanBoule » Tue Sep 16, 2008 1:13 am

The contacting squads take 70-80% casualties in 20 seconds . . . .that is not a wild exageration. And when it does happen, you have lost the use of a couple of manoevre elements making it harder for the remaining ones, and they suffer an inevitable attrition.
As I played the game I was thinking all the time how ineffective the squads and weapons seemed to be, how slowly they moved, if they moved at all, how hard it was to get arty onto a target, how few casualties it seemed to be causing. I am satisfied that the AI does not cheat. It often seems my guys are not suffering many casualties at any one time but when end of game comes around - there are very few left!!! Especially in the "line" squads, there are few in the "survived" category. If you have 30% survivors, most will be mortar, HMG teams, or HQ squad members who don't (and should not need to) go close to the enemy, not to mention crews of AFVs which didn't seem to want to take any risks whatsoever.

Knut has done a terrific summary of ideas on how to get a reasonable result from the game, without descending into nit-picking detail. I can't think of anything important that he has left out.
Voila du boudin!
JeanBoule
 
Posts: 117
Joined: Mon May 14, 2007 9:10 am
Location: L'Australie


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