>What the fuck is this?
A general for all the realistic wargames out there that don't generate enough traffic to sustain their own generals.
>Attention grabbing search terms go here:
/wgg/, /fsg/, /mowg/, /mowassg/, /rtsg/, /ctag/, /dcsg/
>Example welcome games:
Wargame: Red Dragon
Call to Arms
Flashpoint Campaigns: Red Storm
Theatre of War
Men of War
Command: Modern Air Naval Operations
Steel Panthers MBT
>Interesting history links:
Cold War military technology ads:
/wgg/ misc Cold War literature:
The Soviet Army: troops, organization & equipment
USMC intelligence North Korea handbook:
/wgg/ old group
/wgg/ new group
Uralmod official group
/wgg/ Men of War / Call to Arms Group
>Legacy Wargame General pasta and game-info repository:
updated mod collection for 1.5
I can't tell what I'm looking at here.
You struggle, as others have said the flight model is silly but your best bet is either working with your wingmen and shooting F-5s not directly engaging you or just using your R-3Rs to blast them head on when you merge before zooming off again.
I don't think it was ever alive to begin with. Trying to sell nostalgia bait while neutering old-school gameplay to make it more casual friendly was the kiss of death right from the get go. Another Grey Goo/Planetary Annihilation.
beats BRRRRRRRT any day
so BOS, CLOD, or SH5?
mods. mainly wolves of steel for simplicity and stability.
they removed the tonnage bars that you needed to fill up, introduced grids. I think the newest patch got sh3 interface too
>wolves of steel
Does it improve the realism too? How does it compare to SH3/SH4 mods?
>I think the newest patch got sh3 interface too
Why in the fuck would they do that? GUI mods were the fist thing I looked for after installing GWX. Manually targetting shit with the default GUI is tedious as fuck and that also made me get the AOB and speed wrong more often than not.
We all just need to get along, and then we all benefit.
Maybe you should have voiced your objections back when we agreed to let the planeposters in? Trying to kick out a sizable chunk of the general is just shutting the stable door after the horse has bolted.
havent really played sh4. but yeah its a full realism mod. damage increases, the op skills are deactivated. duds are based on real statistics. default is no radar, and real navigation. dive speed, speed turning time etc are realistic.
so yeah its up there with gwx for sh3 in my opinion, its more realistic when it comes to damage and stuff, but there arent as much new ships and stuff.
its just the UI, like the map buttons, compass and shit like that, you can disable it in the patcher, its appearently more stable.
Interesting, do you have to be registered for downloading that, and do you need to have a legit SH5 copy?
Also, does it have features similar to the hardoced fixes (like, air reserves being divided into renewable and nonrenewable partitions, waves affecting the chance of duds depending on the depth you set torps to, magnetic pistols cocking up if you fire them during bad weather, or the allies dropping sound guided torps on you)? Are you still stuck with the Type VII? I'm not very fond of uboats that aren't the Type IX, and I find the XXI to be disgustingly easy to play.
Aby ideas on how I can be less shit with countering arty spam in AS2?
I have tried small recon squads to find and flush mortar carriages and howitzers out but stealthy at and ambushes make that a 50/50 gamble.
Counter arty never hits for me and is a waste of CP most of the time. I would rather get a med tonk for the price.
I cant just keep hiding and shifting my lines around all game, especially when I am losing ground.
I managed to sneak a radio operator behind enemy lines and nuke a howitzer last night but that was a miracle.
I know arty is shit and I am shit for not being able to handle it, but I am trying to be less shit. I am fine -- and often ahead -- until death rains from the sky.
Oder of Battle:Pacific looks cool. Anyone played it?
Also, anyone got cool, more obscure hexshit or the like? I know Close Combat, Combat Mission, Decisive Campaigns, John Tiller, stuff like Civil War Generals 2, etc, but are there any deep cuts people enjoy?
I know it's just rear, that reminds me a grill once came into this DCS ts i hang around here, wanted to join the squad there, but we are all boring fags that only bitch at ED and barely play the game.
>only bitch at ED and barely play the game.
speak for yourself, fag
The hexshit you're talking about (I assume WitE, Flashpoint Campaigns, and friends) has a different play style. Panzer Corps is beer and pretzels fun, like Unity of Command. Tbh NATO symbols look professional and get me into the game more than cartoons.
Beyond NATO symbols and on map stuff it's not hard to design a nice UI with slick menus. Every other person in the world is a half rate graphic designer or so it seems. Find one, they design the UI, devs code it. Profit.
>The worst part
How so? I enjoy it in HoI, though some things could use work. I don't really give a shit about the politics and economic side and just leave the AI on for that because it's boring and empty anyway.
I won't fight you too much on that one; it can be a little difficult to shell out 40+ bucks for a shit UI, but I think in generally designers want to not make it so "gamelike" for the older crowd. What wargames do you like, senpai?
Microing large fronts gets real tedious really fast, that's assuming you don't get bogged down due to supply system going full retard (though it's at least much better now than it was in vanilla HoI), theatre ai is absolute dogshit, and god help you if you try to play as SU. That's how I feel about HoI3 at least.
Plus the map is too granular for air combat to work with how fast planes are.
In everything that isn't HOI combat is mostly diceroll, stack size and technology based. Generals usually only add numbers to the diceroll. Terrain subracts it to the attacker's roll. In the slightly more complex games like CK2 or Vicky 2 generals also add/subtract shit like morale/discipline. Unit composition is largely irrelevant, you can't get creative with it. The fun part of Paradox games for me is unfucking shitholes in Victoria 2 and you achieve that 80% with economy and politics. Map painting in EU4/CK2 is stupidly easy and almost completely brainless, might as well play Ace Combat or some other shit like that.
Air superiority (helped by the destruction of nearby airfields with strategic bombers) and a crapton of sea mines are keeping the Royal navy somewhat at bay. Cruisers still show up and shell your shit while some meagre destroyers act as meatshield.
tl;dr nazi magic
Postan comfy pics?
only type VII.
you've got co2 that increases when diving, and you've got your compressed air.
everything with duds and weather and shit are in. I have never played untill guided torp years so I dont know about that.
Its better to use it with pirated copy
theres mediafire links
>only type VII.
Oh fuck's sake. Can I at least get to increase its range of action or refuel/rearm at sea?
>you've got co2 that increases when diving, and you've got your compressed air.
everything with duds and weather and shit are in.
>I have never played untill guided torp years so I dont know about that.
Can you start campaigns at an arbitrary rate? Also how's the crew management in that mod, still inexistent?
I used the Ju 88 A, but you can also buy He 111 H2 and Do 17z. Good luck getting into range with any of those 2 tho, in the mission when you're supposed to pull the magic the Do runs out of fuel on the channel and the He 111 can barely make it back.
I think refuel at sea is possible. the the range of the later models are increased as far as I know, so that op drumstick and shit is possible. this is in vanilla sh5 too.
>Can you start campaigns at an arbitrary rate?
theres a cheat code to unlock all the "campaigns" basically different dates. so yeah you can chose dates, ish
>Also how's the crew management in that mod, still inexistent?
yeah its shit.only some bullshit skills that you level on the NCOs
You can still make a nice UI without it being gamey. Clean, simple, and efficient is all I am asking for. When you went to school for stuff like this it really really really grinds your gears when you're unemployed and all these companies don't even begin to know the first thing about an appealing layout and you'd happily deign them one for a free game and a couple hundred bucks at this damn point. Simple things like font choice, proper contrast, cleaner icons etc go a long, long way.
Mainly Graviteam as I'm a bit fresh to the simulation side of things, but I've given OpFp and Armored Brigade a shot. I play them over MoW and the like when I'm feeling like flexing only my brain muscle.
Sea lion is fun, damn tough but fun and i'd say it's worth it.
Afrika corps is... i like it a lot, but i feel that if you're limited in which DLC to buy then you'll get a more fresh experience getting another one.
Allied core feels like a break from the wehrboo atmosphere the main game gives, but i haven't played it much so i can't make a decent review.
If you're planning on getting a full grand campaign but can't get them all. The Eastern front is longer, bloodier and you fight a desperate retreat all the way to Berlin.
The Western front has you fighting commandos with 6 or 8 vets (can't remember) and a bunch of second line captured units. Then you fight in Italy, Normandy, Market garden and finaly the battle of the Bulge (if you manage to get decisive victories only you can make anime real and do Sea lion 45)
>this is how they ship the VKB T-rudder
Well at least it's made of metal.
The Dutch concentrated on trying to run over the middle and left, so on the relatively clear right I'm going to sweep my tanks west and into where I can hopefully catch their HQ and mortars undefended, as well as intercept their reinforcements.
The MSK is holding in center but not for long, I'll need to reinforce them after the arty (9x neutralizing fire orders from the D-30s) cleans up the hill on the left.
I don't get it
I just don't get why people are such fans of BMS
>radio with AI is a complete and utter clusterfuck
>no IFF means randomly selecting dozens of aircraft and spamming the radio with even more chatter and constant declares
autocannon performance spreadsheet.
You can change the target's AV, etc. Give me a shout if anything is wrong.
3rd Kompanie of the Tank battalion, in good cover, caught the entire reinforcing Dutch tank squadron in the open and obliterated it piecemeal, suffering only 1 tank loss in return. They should be unimpeded now as they dive into the NATO rear.
On the western flank, the hill has been cleared of dutch forces and I'm sending a lonely tank to plant the East German flag there. The MSK on that flank is now being redirected to the center, to reinforce the MSK there which is now facing the brunt of the Dutch stragglers.
Calling upon a hero to hijack the next OP and ban planefags
III. Kompanie of the Panzers became bogged down by infantry, but defeated what they could and are now advancing. III. Kompanie of the Mot Schützen are moving in to clean up the town block.
II. Kompanie swept north, and discovered the enemy mortars, managing to wipe out a battery. However, I have made the folly of forgetting the Dutch organic AT units. As the tanks entered a clearing, they were ambushed by the SPAT companie hidden there, and completely obliterated, but not before cleaning up a few trucks of the mortar's supplies.
The Mot Schutzen in center have been reinforced and relieved, and are chasing out the last of the Dutch on the objective.
Here's a quick guide I whipped up.
>What are the differences in the move options (fast, deliberate, assault)?
Hasty - Unit uses maximum speed and roads. However, they move in a formation without regard for cover and are extremely exposed. Used when speed is a priority and you are safe within your own lines where you're sure there is no risk of enemy attack. Routed/scooting units also use this mode by default.
Deliberate - General purpose move order. Units advance at a moderate pace, using available cover. Used when advancing to contact or in unknown territory.
Assault - Units attack using all available speed and without much regard for cover. This is the only type of move order where a unit will attempt to enter close combat with the enemy (Sharing the same hex). Used when assaulting an identified enemy position and not for general movement, as it costs unit readiness to move in this fashion.
Dang, thank you so much! This is really helpful. I'm trying to experiment with scenarios and learn the game that way and through LPs, but basic info like this escaped me.
For some units once you move there is a new window that discusses various options as well, what are those all about?
The two that stand out are Disembark range for infantry, and options in general.
Disembark range just tells an infantry unit at what range it should "disembark" it's infantry: The infantry and their weapons are brought to bear (And don't die every time a carrier is lost), but the unit inherents the L (leg) movement type which slows them down considerably.
Ideally you do not want a unit to disembark until it is within cover close to the target. So if you order them to objective X and the city containing it starts two hexes from the objective, then you want your infantry to disembark at a range of 2 hexes from their objective.
The other option available to most units is your orders on what the unit should do when it is done moving. Screen will tell the unit to use cover, but engage the enemy at a preferable stand-off range (that is different for every unit), and then scoot away when the enemy is within the threshold, or they take losses. An Abrams platoon for example has a standoff range of 4 hexes, or 2 kilometers where their weapons become most effective. If a Russian tank company closes to a range closer than that, they automatically scoot away to increase the range. The disadvantage of Screen is that they do not use as much cover (Do not dig-in) and are thus more vulnerable to fires, especially artillery.
Hold tells the unit to dig in and, well, hold their position until relieved. However, a unit suffering enough morale damage will ignore orders and retreat. Units in Flashpoint have some degree of self-preservation and may even outright ignore a suicidal order.
Resupply tells the unit to, well, resupply, replenishing Readiness (The unit's mobility, responsiveness to orders, and killing power) and Ammunition.
On-call is for artillery only, and tells it to be ready to receive fire mission orders.
Helicopters are unique in that they can only be ordered to screen, and are also the only unit in the game that automatically retreat to HQ/FARP to resupply.
II. Kompanie of the Panzer battalion ran into the ATGM trap as well and has been reduced to 1 tank. A Dutch infantry platoon has been spotted moving to finish it off.
Center objective is pretty much secure, pending the mop-up of two Dutch infantry platoons there. Further incursions are occuring to the western objective however, so I'll have to rotate the center MSK there to hold it. Meanwhile, Hans has planted the flag and is now being a cheeky cunt with his tank as they take potshots at an exposed dutch infantry platoon from the forested hill.
Nothing new on the Eastern flank.
Not in this thread, no. The time to get it was during the sale, and if you missed it, then sorry.
Wow, thanks. This is, again, really helpful. I guess I should just suck it up and read the manual over again, but honestly your descriptions are fantastic. Thank you!
Any other general tips for a new player?
Oh, orders phases are very short and should model modern communications well in normal conditions. But these are combat conditions. Handing out orders to units takes time, getting a clear signal through enemy jamming takes even more time. And you do need to space out and move between issuing orders: If you keep trying to continuously micromanage your army, you're giving comrade fucksky and every other enemy SIGINT officer a good bead on your location where they can relay a proper fucking to you via artillery or airstrike.
Is also correct here. A NATO command structure is much more fluid and flexible than a Warsaw pact command structure. Think this is biased? Then just open up Excel or whatever spreadsheet program you have, and modify the faction options to your liking in the data folder.
Got MoW2 earlier today. Anyone recommend any good guides/ways to get a foothold on this? I have experience with CompanyOH2 and Wargame Red Drag, if that helps you build a profile of what kind of cock I suck.
Notice in the side that I've opened the C3 tab - this regulates how long an orders phase will last.
Factors here include:
>Local EW hindrance (In this scenario it is Low, but still present. There is no option to remove it completely.)
>Size of Force: Bigger force takes more staff resources
>Surviving HQ subunits: Speaks for itself. Holes in your C3 will dramatically increase your orders delay.
>Surviving subunits in general: Reflecting unit cohesion
>Overall force readiness: The orders delay doesn't just cover the issuing of orders, but also the ability of your force to carry them out. This is another reason why keeping your unit readiness up is important: If your soldiers are all fatigued, their radios are fucked up, and they're in the middle of a chaotic battle, then they might end up not being able to follow your orders at all.
The Dutch force has been obliterated, suffering losses exceeding 70% (34% permanent) and we hold all of the objectives. We have been given a rating of 86% - a "Decisive Success".
We claimed 5 Recce units, 17 Tanks, 31 APCs, ~300 infantry, 1 SP AT, 3 mortars and 21 trucks.
In turn we lost 24 Tanks, 11 BMPs, and ~88 infantry.
>Secretly also burgers
I'm pretty sure none of the Slavboos here are actually Russian. Or even Eastern European. Hence why they are called Slavboos in the first place.
Combined arms assault with a radio operator calling artillery, and Carl supporting with a Sherman Croc against a building loaded with infantry keeping us from pushing up the stairs and keeping the general area in gridlock for several minutes. From our first or two matches tonight.
>Isuzu mortar survives 30 minutes of constant bombardment
I just don't know anymore.
Their paper armor on medium tanks is made up for by the fact that their tanks actually have the best guns in the game, for the most part. Especially the one with the 88(Chi-Ri? I get them mixed up because of their naming convention). They're also cheap as dirt and have faster cooldown timers than everyone else(You can actually start the match with a light tank if you want.)
I could probably make a few webm's from the second match, but it's late and I'm turning in, and this part stuck out for me. Final assault on Carl's forces holding center, supports by Concept's rocket artillery(Damn Carl everywhere I go you're fucking there I swear I never fight anyone else.). Was a pretty good fight with a lot of heavy tank combat and a surprising amount of expensive late-game purchases, but this was the nail in the coffin.
memeing it up as Japan is the best
>200mm rocket spam
>early game light tank shenanigans
>cheap 75mm HE only tank
You do what you gotta do to defend the anime
Yea. Except fuck that German team. The guy was all pissy after the match when I wouldn't switch his team to German again
There were moments that did not favor me tonight.
17 pounder on 2 fireflies and one centurion couldn't match up to a fucking chi-to
why cant I make quality webms
still not sure how to reliably get what I want from this when it does things like this.
But im done for the night.
Good games everyone. We'll have to get together again soon.
>watching krause's semi-active missile defence tutorial
>he just dives and dumps all of his chaff / flare
>pointless "maneuvering" that bleeds his own speed but doesn't do much to the intercept path
this is painful
Nah, radar missiles have a monstrous pk in BMS.
>60's style guns/IR missiles only shitfest
You know the F-16 only got the capability to carry radar guided missiles in 1989 right?
IDK, but know things like jinking in DCS will mostly get you killed, because you aren't really changing your vector, unless it's from a really long range of course.
But DCS has it's own stupidity with IR missiles, you can dodge any IR missile just by going idle rolling and flaring.
MiG-29 PFM WHEN
Study Sim module MiG-29k WHEN
It's better than the R-27ER but you kind of need to treat it like a semi active missile since it goes pitbull so late.
In theory they should have less drag once they get up to supersonic speed with those grid fins.
I mean it would only need a software upgrade, but ED makes it out too seem like some you needs some insane hardware upgrades.
Also mig-29S was never even built in any sufficient numbers, neither was the r77.
>I mean it would only need a software upgrade
What software upgrade? The only time the Su-27 got R-77 capability irl was when it got a whole new radar and avionics suite.
>Also mig-29S was never even built in any sufficient numbers, neither was the r77.
I know, not sure what this is relavent to though. Though I'm all really for tied to come and claim it's in service :^)
They don't unless there's been some super secrit R-27 upgrade.
They are making a new missile called RVV something something, that's basically an R77 but Russian made and i guess improved.
they don't. their fighters are literally 20 years behind the rest of the world because of it
the issue is that the r77 was designed in ukraine and production was supposed to start right as the ussr collapsed. so they never acquired any stocks and were limited in their modernization efforts, but they're making a new version now
Would anyone here be interested in playing Squad Leader over VASSAL?
I'll be posting a basic play through of a scenario, even when not interested I hope it will be a sort of fun read nonetheless.
Hey SH5fag, does fire do damage in Steel Wolves? Are the deck gun and the AA guns useful, and in which way can I upgrade them? How's damage control (I assume it's shit since you can only control NCOs)? Also which version of SH5 do I need for it to work and are there any risks in pirating it such as its DRM fucking shit up?
These are the forces of the German player for this scenario, a platoon on patrol.
5 squads (4-6-7 are the squads, first number is firepower, second number is range, third number is morale, all squads have 4 movement points, different terrain costs different amount of movement points)
2 leaders (8-1 and 9-2. First number is their morale, second number is their leadership modifier expressed as a negative, the lower the better. The 9-2 is the better leader, has a higher morale and a leadership modifier)
The platoon is equipped with 4 MG's (first number is firepower, second number is range, B12 refers to the gun "breaks/jams/runs out of ammo" on a roll of 12 when firing)
The Russian forces, 17 squads, 4 MG's and 2 leaders.
The Russians ave a considerably larger force. However, their leaders are less trained than the German ones in this scenario. The Russians are also primarily equipped with LMG's, whereas the Germans have a HMG to work with.
The Russian goal is to move at least 5 squads from the north edge of the map, to a certain section of the south edge of the map in 5 or less turns.
The German goal is to stop this.
dont think the DRM will fuck it up anymore than it does in legit version.
fire do damage, deck guns are usefull but it will take time to sink stuf with it, AP below waterline is best.
damage control is kinda wonky, but you assign what to fix in the DC menu, and that gets priority.
aa and deck guns can be upgraded and removed with "renown points" which you get form doing patrols and sinking shit. same as sh3.
you've got 8.8cm 10.5 cm 2cm flak in doubles and vierlings, and 3.7cms
Leaders give a bonus to squad movement of +2 if they stay with the squad for their entire movement.
The 2 leaders take a full stack of infantry each (3 squads is the max allowed in 1 hex), grab the majority of the MG's and make a run for a small forest in the hopes of setting up a firebase before the German patrol can set up.
The remaining Russian forces elect to stay further east, far out of sight and range of the Germans. After heading south they will swing west in under cover of some woods towards their objective.
Sadly no. This is merely a UI, it isn't really a program as such, meaning that nothing is enforcing rules or doing the bookkeeping for you, it is up to the players to do all that. It is basically the boardgame in a virtual setting.
That being said, the rules are very (imo anyway) intuitive, and there are many "beginner" scenarios that require only a small subset of rules to be played.
The scenario I am posting here for instance only requires the rules for infantry movement/combat, MG usage and Leaders.
the wolves of steel also has fucking whales like gwx.
I spent in game days tracking a fucking whale once.
time to watch some das boot
Thanks for the info. What can you tell about the addons for it, like Dragon's addon?
>fire do damage
On a fucking type VII?
One more question: if you happen to meet juicy targets or enemy uboats where they shouldn't be and send a radio report about them, does the the AI send appropriate forces to deal with them? For example in SH3 if you met an enemy sub in german waters and contacted the BdU they'd usually send a few ASW trawlers or patrol boats to dispose of it. If you met big ships sometimes the Luftwaffe would show up and (try to) bomb the shit out of them. Also does the AI use torpedoes?
dont know about air support and shit, but sometimes if you radio in a convoy they'll send loads of other uboats to help, how effective they are I've yet to see.
10.5 because there are no IX, but were supposed to be before ubisoft abandoned it.
3.7 pic related
>Thanks for the info. What can you tell about the addons for it, like Dragon's addon?
havent used any, but I've added the odd mod myself.
dragons mod isn't updated to the latest twos so it might not work.
more mods, especially graphic mods, will make it less stable.
After the movement Germans are allowed to fire defensively. Nothing is in range or sight though. Russians then get their Advance fire phase, an opportunity to fire after movement at reduced firepower. However, here again, nothing is in range or sight. The Russians then get their advance phase in which all their units are allowed to move up 1 square, regardless of their previous movement or firing.
To clarify the turns, 1 turn is split in a Russian and a German half, whoever's half it is is the attacker for that half. The halves each have the following phases:
>1) Rally phase, broken (fleeing) units of both the attacking and defending player attempt to rally via a leader (i.e. a leader attempts to get his units back on the field to face enemy fire)
2) Preparation fire phase, attacker gets to fire his units
3) Movement phase, attacker gets to move any units he hasn't fired in the pre fire phase
4) Defensive fire phase, the defender gets to fire his units.
5) Advance Fire phase, attacker can fire any units that haven't fired yet, this includes units that have moved, however these have their firepower reduced.
>6) Route phase, any unit from both defending and attacking player that has broken under fire must flee to appropriate hexes (i.e. their morale wasn't high enough to hold their position under fire and they flee)
7) Advance phase, attacker is allowed to advance all his units 1 hex, this is the only phase in which you can enter an enemy occupied hex.
>8) Close combat phase, opposing units occupying the same hex engage in close combat.
(Green text are phases in which BOTH defender and attacker have activities)
After this completes the attacking player becomes the defending player and vice versa. After both player have been both attacker and defender the turn is completed and the whole thing repeats itself in the next turn.
This scenario has 5 turns, each turn will go through phase 1 to 8 twice, so this scenario has 40 phases.
>if you radio in a convoy they'll send loads of other uboats to help
>10.5 because there are no IX, but were supposed to be before ubisoft abandoned it.
Do you happen to know if anyone is working on adding it/making it playable?
>I've added the odd mod myself.
What did you add, if I may ask?
dont remember, was some minor fix mods back in 2014. think many of them are added to the mod pack now. like the rongels lifeboat mod
>Do you happen to know if anyone is working on adding it/making it playable?
yes they're working on it, I think there are interior mods and shit, but the problem lies with getting a complete model to work in game, with fan made import/export tools
As there was no closecombat in the Russian half it is now the German half of turn 1.
Nothing to rally. So no need for a rally phase
Nothing to fire on. So no need for a preparation fire phase.
Germans go straight into their movement.
The HMG is attempting a set up in the wooden building, being a heavy bulky weapon it is impeding the movement, so set up will be delayed to the advance phase.
The southern fireteam splits up, 1 squad takes an LMG and makes a dash over the road in an attempt to set itself up in the Russian objective. In doing so he exposed himself to the Russian MG set up in the woods, the defensive fire phase will determine if he gets gunned down or actually makes it to his destination.
The 9-2 leader takes his squad and the MMG and decides to take the safer, more laborious route, through the woods.
>mfw when my 200mm rocket wrecks your 25lber
Post them please, even if they might be already present into the modpack.
>yes they're working on it
Good to hear.
Hopefully last questions - how dynamic is the campaign, and how much of the map is modeled? Could I hypothetically sail from Wilhelmshaven/Kiel to Japan and meet at least somewhat accurate enemy forces? And do I have to manually plot the course through the fucking Kiel channel (thank god there was no need to do that in GWX)?
>kiel to japan
ayy, what kind of range do you think WW2 era subs have?
Considering The English Channel, Suez canal, Straight of Gibraltar and Panama canal are all a nono for subs, you are left with the south African, south American or the Jules Verne route.
The Russian MG nest in the forest opens up on the German squad running across the street.
It is 10 hexes away, the LMG's firepower is halved for extended range fire. The squads can't use their inherent small arms fire as the target is over double their range (range of 4, target 10 hexes away).
A total of 6 firepower. A 7 is rolled with 2 dice, however this is modified by the leader directing the fire, -1. It is further modified for firing at targets moving in the open, completely exposed, -2.
The roll of 7 is modified by a total of -3 for a net result of 4.
A roll of 4 with 6 firepower results in the German squad receiving enough fire that it tests their morale. They need to roll equal to or lower than their morale with 2 dice. The Russian fire was accurate enough that this roll is modified by +2.
The German player rolls a 7, modified by +2 results in 9. The squad only has a morale of 7. They break and will have to flee to cover ASAP in the ensuing route phase.
They said it would be announced in August, but delays with patching the MiG-21 and Cobra's illness meaning he's jacked up on meds have pushed the announcement back to a few weeks from now. Even though everyone knows what's being announced.
>Post them please, even if they might be already present into the modpack.
doesnt have that install anymore so I dont remember. only the rongel lifeboats and some aspect ratio fix, but those are in the pack now, so wont bother finding their thread.
>Hopefully last questions - how dynamic is the campaign, and how much of the map is modeled? Could I hypothetically sail from Wilhelmshaven/Kiel to Japan and meet at least somewhat accurate enemy forces?
yep, have never done it so cant say much about the forces you'll meet, excpect it to be much worse than sh4 obviously
I think the VIIC will get IX stats when you start the mission or something
>And do I have to manually plot the course through the fucking Kiel channel (thank god there was no need to do that in GWX)?
theres a harbour pilot mod, that autopilots you through kiel channel and some other places too
if you use realnav, you cant use waypoint to plot courses anyways.
German broken unit flees to the house in the south.
During German advance phase the norther fireteam setups their HMG in a wooden building. The 9-2 leader and his squad move into the hex of the broken squad in the hope of slapping some sense into them and directing them into the right direction.
>theres a harbour pilot mod, that autopilots you through kiel channel and some other places too
That's noice, can you post a link to it or upload it to mega if it requires a subsim account?
>if you use realnav, you cant use waypoint to plot courses anyways.
Is it included in the pack, and if it is, is there a way to disable it? I hate mods that make it so that instead of being the leader of a crew you're basically operating the whole boat yourself.
Turn 2, Russian half.
The broken German unit is panicking so much that even the -2 modifier of the German leader is not enough to get it back in the fight, for now.
The Russians have nothing to fire on, nor do they really have the time to waste on firing. The MG nest moves up to a better firing position. The other Russian troops stat a mass exodus southwards. There is no way to avoid crossing open ground, so they choose to do it now, while only half of the German forces are set up in firing positions.
The German HMG Team tears into the mass Russian infantry movement. The HMG penetrates the the entire line of hexes, affecting all the Russian troops that decided to cross.
Some made it through unscathed, others broke down under the sustained fire from the HMG.
With no leader in sight of the Russian broken units they currently have no way to get back into the fight, instead they will cower in defensive positions, if they can make it to any.
Despite the devastating impact of the MG42 on the Russian infantry, some of the Russians will be setting up fireteams in the stretch of woods on the south edge of the map.
>Will there be /wgg/ Assault squad games today as well
i would like that.
Russian advance fire phase. All the units that (attempted) to cross have no range to fire at the German positions, besides that broken units may not fire at all.
The Russian MG nest in the NorthWest doesn't fire either. It's firepower would be halved for firing after moving, then halved again for extended range fire (only MMG has the 10 range required). It would be left with a measly 3 firepower. The Russians don't want to risk the MGs malfunctioning to fire at such low numbers.
The route phase gives all broken units the opportunity to flee for cover. Conditions are:
Not through open ground hex in normal range of enemy.
Not decreasing distance to known enemy positions.
Fastest route to cover without breaking the above to conditions.
If a routed unit can't fulfill the above, it is eliminated. (Game technically it is assumed the squad just "scrams" and is not combat effective anymore)
In our case the Russian units could all rout.
Russian Advance Phase
The Russians that managed to cross the road in good order advance for the woods. The ones that didn't pass spread out, anticipating German fire in the next halfturn.
German broken unit managed to be rallied.
Russian broken unit not.
All broken units without a leader can not be rallied (this means that the eastern most Russian broken unit is effectively out of the game, as it is a waste of precious time to send a leader over to rally a single unit).
During prep fire phase German HMG manned by a single squad fire on the Russian MG nest. The Russian units shrug it off.
Movement phase activities have nearly all German units move behind cover down the road further south east. Only the HMG manned by a single squad holds its position to continue covering the road.
Russian Defensive Fire
The squad in F12 glimpses some German movement behind the hedge and decides to man their LMG light em up. Russian player rolls a 12, not only does this result in absolutely no damage done to the German squad, but the Russian LMG malfunctions.
I went and did it
Bought CM Fortress Italy, the expansion and the engine upgrade, only
$75. Now I've got all the modern CM's.
So can anyone tell me how shit the Italian Army is?
Germans have no activities until the advance phase, in which they move up into, for now, unfavorable positions. The Russian MG nest might not have done a lot of direct damage, but it has impeded German maneuverability. The current German position has massive blind spots, this is directly caused by the inability to advance at full speed.
>Round 2 ends on the 11th and many of the teams are in crunch time.
>Replays and links will be posted on the 11th when I have all of the results.
Good luck, surviving teams!
If we look at it historically, bersaglieri were good and the combat engies were decent, equipment is subpar though, and don't hope for tank support. Don't know how it all translates into the game though.
>play Rising Storm
>only populated server I get decent ping to is Merrill Marauders
>allied team is always full due to stacking
>japanese team is full of alternately super autists who won't stop micspamming or new players who walk into friendly artillery
>playing TL, sitting on an emplaced machine gun while I wait for arty cool downs
>autist walks up behinds me, shoots me in the head, and then takes my mg
>literally could have just asked me to give it to him and I would have gone back to autistically staring at my minimap all game and telling people where to banzai
>this dishonor must be punished
>run back to bunker after respawn
>pull out katana
>behead traitor to the emperor, as is my duty as an officer
>3 minutes later get kicked for tks when a whole squad walks into the "incoming artillery" indicator and gets rekt by mortars
I love this game desu
Russia sees the opportunity to completely exploit the fact that nearly all German forces are currently in a blind spot.
The amount of crossings is too many for a single HMG to handle, odds are that the awkward German position is going to cost them dearly.
The German HMG crew panics as he sees the massive amount of Russians cross. He fumbles and shoots wide, a single MG is simply not enough to stop this sort of movement at such a long range.
The German units in P1 with all their firepower see a chance to lay down heavy fire on the Russian MG nest in J4. The squad breaks, as does the leader, the sight of their leader breaking under fire causes the already broken squad to take off. A small success for the German side, barely significant at this point however.
The German player is going to have to launch a do or die attack on the Russians if he hopes to stop their victory.
Russian advance phase.
As tempting as it is to exit the units already on the board edge of the map, the victory condition is to exit 5 good order (unbroken) squads. Russia decides she is better served to not exit her units yet, instead keeping them on the board to cover the advance of the additional squads required for a victory.
Russia attempts to rally his leader in the MG nest, he loses it completely and goes into a blind rage. He will charge the nearest enemy unit he can see and is completely immune to breaking under fire, he wants blood and will kill or be killed.
The remaining Russian units, missing proper leadership, fail to rally.
The German player is desperate to get his units in position to stop the Russians from getting to their objective. The HMG in the west, being the heavy the unwieldy thing that it is, slows squad movement to a crawl, they take their chances and move north into open ground in a last ditch effort to zero in on the Russian advance.
Russian player attempts to dislodge the German position in M2. The veteran leader of the Germans present in that hex manages to keep most of his troops in good order despite the heavy fire they are taking, merely 1 squad breaks.
The bloodraged leader attempts to gun down the German HMG squad, operating the MG on his own proves to arduous a task and the German squad goes unharmed.
19175% Effectiveness for shooting 2 slavs.
German player fires back at the Russian position, despite German firepower being reduced for firing after moving, the Veteran leader directing the MG fire at units in the open nets a KIA result.
The southern most leader is slightly less successful and "only" manage to break the Russian unit on the board edge.
The heavy MG in the background manages to do no damage at all.
German Leaders are proving to be the edge the German player needed to get back into his saddle and have a chance at stopping the Russians.
(Please tell me someone somewhere is still reading this)
Russian player fails to rally his units yet again with his 8-0 leader, whereas the German player manages to rally his unit with his far superior 9-2 leader.
The Russian player is pressed for time (only 2 turns left) and elects to not prep fire (the majority is not in position to fire anyway).
The berserk leader rushes across the open field like a madman in an attempt to take on the bulk of the German forces in close combat, on his own. Crazy Vatnik.
1 Russian squad which was already on the board edge manages to exit. The remainder attempts to close the gap to the edge while attempting to spread out over the little cover there is.
There is no way to exit the board without taking German fire, there is no way to get into a good firing position without taking German fire and there is no TIME to try any sort of flanking maneuver.
German defensive fire.
MG to the west fires, while not affecting crazy Vatnik, it manages to break 1 of the squads further down range.
The 2 German fire teams, with all their firepower and superior leaders concentrated on a single area manage to break the 3 Russian Squads which were heading for the board edge.
The Russian player resigns, he can not move enough unbroken units of the board within the time limit. He has 1 game turn of movement left but only 3 unbroken squads that can make it of the board in 1 turn (if they don't get shot).
The Russian 9-1 leader in the MG nest, in hindsight, would have been better served in helping with rallying the plethora of broken units.
The 8-0 Russian leader would have probably been better of giving squads extra movement factors by moving with them, rather than spending 3 game turns unsuccessfully attempting to rally units.
Superior use of leaders is arguably what won the German player this game.
Despite all the bickering, the AS2 games are proving to be quite fun.
I hate flash-point campaigns because it takes all controll out of the players hand.
Squad Leader puts all control with the player.
If by looks you mean the graphics, then ya, I guess it pretty "ugly".
I'll probably post another AAR later today/tomorrow of a more complex scenario (I am playing this vs a friend).
Will probably make the posting different as well, with basic arrows and shit drawn in the pictures rather than me writing TL;DR descriptions.
>2 undeadable churchills vs undeadable ISU122s and IS2s
>later my memelauncher wrecks a Black Prince
>mfw vet 5 IS-2
>rolled from flank to flank so many times I had to refuel and rearm.
Oh I nearly forgot but you guys get a static AT gun that can kill an IS-2.
Brits used to have the Tortoise for heavy AT as well, but DMS decided to remove it for whatever reason.
>mfw my 100mm static accidentally friendly fired into the back of a teammates IS2
The only thing that could take it out was another Russian gun
oh thats what killed it? I wondered how it died.
Because the 17 pounder is only 76mm while the 3.7 is 93mm, friend. :^)
An Archer hit my IS-2 in the shot trap taking out the turret and the gun, It's possible to get it with a 17 pounder, although highly unlikely.
Yea I was zoomed in on the black prince trying to pin point shots on it with the 100mm. In the meantime the teammates IS-2 rolled up into the LOS and ate a round up the ass.
I then just meme'd the black prince with my BM-8-24 and it blew the turret off it
Giving Shilovo, July 04-06, 1942 a try in Graviteam Tactics: Operation Star.
The Germans are in a fine position three days deep in to the battle. The have gained great ground towards taking Shilovo, and ultimately pushing towards Tavrovo.
I want to push forward, but Stortz, Schneller and Schmidt are almost depleted of Ammo. All of my infantry guns were drained dry in the north after pushing the Russians out of the forest north of Trushinko, so making an advance with low munitions would be difficult. I'm still formulating my plan, but my primary concern is the eventual arrival of heavy armor to the north -- which is almost impervious to anything I will receive, KV-1's are ridiculous -- and a push to the south before supplies arrive for the artillery.
WEGO is part of the reason it sucks. It's abstracted to hell and plays out like it's a napoleon-era battle and not modern warfare with modern communications. You don't really control fuck all like a proper wargame so it's just a bunch of send counter here and wait a fucking hour for RNG to determine everything. It's hardly a game in that sense and is less gratifying than straight up masturbation.
Pitbull means the missles radar is taking over right?
This means I have to keep the radar on them till this happens?
Does this apply to the Aim120? If so do you get a notification?
Sorry for all the questions
>Pitbull means the missles radar is taking over right?
Yes. It means the missile becomes F&F.
>This means I have to keep the radar on them till this happens?
Yes. But it doesn't tell you when, so you should best keep the enemy locked until they either die or you're sure it missed.
>Does this apply to the Aim120? If so do you get a notification?
Yes, but the F-15C will notify you when the AMRAAM pitbulls, and it also does so a lot sooner than the R-77.
Well as opposed to taking turns? Real time would be the only obvious way for a wargame to not be abstracted in the sense of time, but eve then you have huge abstractions with all wargames, even CMANO. I mean fuck, all wargames have RNG to solve disputes, that argument is just silly.
The one the guy is giving an AAR of us just a straight up board game that doesn't simulate a shit ton of factors, at least Flashpoint simulates communication issues and puts you in control of a command of troops with self-preservation instincts. It's actually quite proper in that it attempts to replicate order dissemination especially with factors like electronic warfare going on.
Flashpoint is a classic of the genre, especially now with Germany Reforged back.
The problem with Flashpoint is that 90% of it is RNG as opposed to most Wargames having that around 20-30%.
>at least Flashpoint simulates communication issues and puts you in control of a command of troops with self-preservation instincts.
Boo. The communication issues are are exaggerated as fuck and the "muh self-preservation instincts" shtick flops when the AI is fucking retarded. It removes any ability to micromanage at all, and removes the fun out of commanding an army in the first place. It's just not a fun game to play, and even then the 'realism' is abstract bullshit.
What is your opion on capturing bases in PVE in Armored Warfare? Wait till all AI tanks are killed or rush it after the secondary objectiv is achieved.
Killing more tanks doesn't realy give that much more exp right? It's marginal and you get more in the long run if you finish it fast and start a new round earlier.
The communications issues try to reflect WP and NATO doctrine mixed with jamming and other issues that make it a little more dynamic. I haven't found the AI too retarded, just more or less human, the frustration is some of the fun and adds a factor of re-drawing plans when possible. Flash has always been more of a draw up plans and watch them unfold in WEGO format game, if you don't like that then maybe Wargame or CoH is better, I dunno.
That's part of the fun for wargamers. All too often games get bogged down in this so Flashpoint is a sort of unique character in the mix.
I enjoy Decisive Campaigns and WitE a lot, but sometimes I want something different.
I dunno. What do you find unfunctional about it? The AI can be a little goofy at times, I guess. More of an issue for CMANO given that there's no multiplayer option (but I guess they're working on it?).
I watched a bunch of reviews and AAR and it seems like the common opinion is that the AI is retarded and you have to fight them for control of your units. Every AAR I've seen was a complete massacre with the AI unable to respond effectively, especially in the expansion pack where if you don't proactively intercept strategic bombers....
Also, it looks like the game runs like shit. The scenario I was watching was #15 in the expansion pack, and it was lagging until it was almost unresponsive.
I'm looking for simulators to play but a lot of games look like board games to me.
Well CMANO is really just a real time boardgame in some ways, you'll see in the corner that it more or less goes through RNG for missiles and such.
I haven't played the expansion and don't really have any desire to - it didn't add any radically new features beyond a loosely linked campaign. The sandbox feature of CMANO is the real reason for getting it - there are literally hundreds of scenarios and of course you can make your own.
RNG I will accept as a reasonable abstraction, as long as it's a very complex calculation that takes into account realistic factors. Of course, random factors exist in real life too.
The board game stuff comes with things like Flashpoint, where it's a hex-based, turn based board game.
Because waiting hours for orders is realistic in battles with couriers (i.e.19th century warfare and before).
In the coldwar era however? Please.
I have said it before (and this guy here says the same >>127640884) the concept would have worked fine for a napoleon era battle.
I wholeheartedly believe the devs fucked up by setting the game in the coldwar. The mechanics would have been so much better suited to a revolutionary war / civil war / Napoleonic war etc.
They could have made you Frederik the Great in command of vast armies through couriers. Instead you are a nobody in pact/NATO army wondering why radio or subordinates haven't been invented.
Furthermore, none of all this would be to big a deal if the AI weren't so fucking horrible. In a system of warfare where your units are semi-autonomous, these units need to have an AI that can predict and think out of the box, I have yet to see this AI though and it most certainly isn't in FPC. Result of this is that you give orders and then have to stare at your screen with your fingers crossed hoping your units don't do something retarded. Simulation of the occasional military blunder? Sure, go ahead. Watching my AI make questionable to disastrous decisions every other move? GTFO.
>The one the guy is giving an AAR of us just a straight up board game that doesn't simulate a shit ton of factors
Actually it (tries to) simulates most things you can think of. Merely not the scenario I played. I played a custom scenario that was designed to familiarize players with the most basic of rules. I also heavily simplified my descriptions of what was actually happening. That being said, I completely agree with you on your point about RNG.
Squadleader works works with RNG, and to be honest, it doesn't bother me at all.
You determine the firepower of your firing units.
You throw 2 dice (results of which are basically a bell curve).
You add/substract modifiers from the roll, target being in cover adds to the roll, good leaders substract from the roll (this effectively shifts the bell curve left or right)
The resulting number is cross indexed on a table in the relevant firepower column to determine the effect of the fire.
The lower the number the better the effect (from the attacker's POV)
Usually the effect is some sort of moral check.
The defending player rolls 2 dice and adds/subtracts from his roll depending on several factors, if he rolls lower than the printed morale of the unit, the unit is considered to have held under fire.
If you shoot 4 firepower into a heavily entrenched position with all sorts of additions to your roll, then odds are the bell curve will have shifted so far to he right on a unfavourable column your chance of having any sort of effect drops below 5%, sometimes 0%. If the enemy has a good leader in the target hex, odds are that even if your fire has some minimal effect, they will be able to endure it.
Conversely shooting 20 firepower at pointblank range at units moving in the open and the bell curve shift so far to the left on a favourable column that chance of successful fire reaches close to 100%
I am probably not doing a good job explaining this... My point simply is that RNG implemented well is not a problem.
Don't you find hex based "a reasonable abstraction"?
I mean, I get where you are coming from, you (and I for that matter) seem to want a game with minimal abstraction, we simply don't have the tech for that though. At some point you are going to have to abstract events in a game.
A soldier gets shot in a game, and it abstracts it with some clever algorithm (or a dumb algorithm depending on the game) to determine what "happened" to that soldier. It doesn't simulate biology and the human anatomy to determine what damage was done to what organ and what consequences this has on the body, the processing power required would be insane by today's standards.
The same is true for many events if you wished to simulate them "properly" rather than abstract them.
Essentially you and I were born to early and will most likely never see a game that can simulate to such an extreme level of detail.
The game you are looking for doesn't exist (yet).
Even if we had the processing power to sustain a game system like that and AI good enough to actually play the game in a human-like behaviour you'd see some guys yelling at the screen and blaming the AI for some dumb shit it did. In truth humans do retarded stuff all the time, I don't know where this idea that military commanders and soldiers have always been brilliant comes from but it has been ruining how many players think about wargames. By the point of view of the commaner, real life is rng, and you hope something doesn't go to shit.
I think a 7 Years War mod would be great, but for now the idea is that you issue orders and the troops carry them out to their ability. I don't know if in modern combat the commander would micromanage so much that you'd have orders coming in every two minutes to move to X,Y. Usually my action phases are <15 minutes in game, especially for NATO, which is about right for general commands.
If you lose HQs and have morale/readiness issues, well, that's a different story.
As far as hex based abstractions are concerned, usually the issue is they have very little granularity. The hexes are huge, and units teleport between them. It ends up creating terrain elevation that looks like Final Fantasy Tactics.
I mean theoretically, you could count each position on the X and Y axes of a 2D game engine as a "hex", in the way we're using it. But if they were small enough, it would approximate real, natural movement.
Also, two games I think should be emulated are Point of Attack 2 and Decisive Action, by HPS sims.
http://www.hpssims.com/pages/products/POA2/scrShots3/poa2-ScreenShots.html Here are some screenshots.
The issue is these games are OLD, like 15 years old. Decisive Action 2 exists, but I think it is only sold to the army.
Well for instance, the game I did the AAR on, Squad Leader, abstracts terrain to ~40 meter hexes (spine to spine).
There are 4 levels of elevation. It isn't that the game system thinks all ground is at one of these 4 levels and nothing exists between them. The devs simply decided that simulating all the different elevations wasn't worth it, and that abstracting it to 4 levels was acceptable for the gamesize (smallest unit is a squad).
Of course an open ground hex at ground level is not perfectly flat, but since you are ordering around squads and not single units, what is the point of trying to simulate every single fold in the land?
Of course, at the end of the day it is a game system, so many abstractions are there simply to make the game playable, not because they are "acceptable" abstractions.
For instance, no building in squad leader has more than 2 floors, now this can be considered an "unacceptable" abstraction, its only purpose is to make the game playable. Techwise there is nothing stopping the game from simulating 5+ storied buildings, playing the game with such buildings would be an absolute nightmare though.
What I like about Squad Leader is that things that would be a dumb idea IRL are almost always a dumb idea in the game system, and the fact that using proper military tactics is actually well simulated.
Crossing a street 100 feet in front of an enemy MG is going to get your units killed.
Anyway, will be showing of some other scenario of the game later on, not that I expect a lot of people (if anyone) to want to play the game. Just a fun read I hope, and if nothing else it stops the thread from dying.
I like the idea, but am looking for something similar that has AI players.
I guess I'm curious...what wargames do you actually enjoy? Not because I want to bash them, I'm just curious.
Ya, but you need to know the rules to play, which is why I reckon nobody here is going to ever pick it up, no matter how interesting an AAR I create. Not that I mind, like I said, it should be a fun read (hopefully) whether you actually play the game or not.
No AI players in SL, dunno if it was you who mentioned it, but Point of Attack 2 is bretty good. I personally prefer SL becasue at the end of the day, despite its complexity, it is still a game, whereas PoA2 starts to enter the realm of military training equipment. Not that that is bad, just means it is less well suited for an afternoon of wargaming vs a buddy.
>A general for all the realistic wargames out there that don't generate enough traffic to sustain their own generals.
Are realistic naval sims like Dangerous Waters or Fleet Command welcome here as well? I don't wanna hang out with the weebs at /wowsg/
>I guess I'm curious...what wargames do you actually enjoy? Not because I want to bash them, I'm just curious.
I was rather harsh in my post. It isn't that I don't enjoy flashpoint, it is just that every time I play it, I wish it were set in pre20th century warfare.
No worries mate, it was a good discussion of the faults of Flashpoint, desu, and some valid criticism.
Any others you like? I'm always interested about what people are playing. Hell, I never know about John Tiller until threads like these.
That's a shame. I'm just in a weird time-zone and honestly am not that great with tactics, so usually I get trounced by human players. I suspect PoA2 is the old game that was discussed? Is there anyway to get it to run on say, Windows 10?
I encountered this issue when I wanted to dust off Civil War General 2, one of my favorite games growing up. Still bummed.
We're both from military families and fully embrace the lifestyle as it were. The lifestyle has led us both to "hobby" heavily in the subject matter. We wargame for fun, but outside of that we do a lot of "serious" reading on anything military in our waking moments, from logistics to hardware to infantry tactics. For instance, I have a Javelin field manual lying around for no other reason than that I find it interesting, I won't ever be firing the thing.
So ya, we are both quite familiar with military "stuff". Not that either of us has encyclopedic knowledge on it though, we don't have the specs to every piece of military hardware ever designed stored away in our brain.
From what I have seen of PoA2 it is really quite good as an exercise in military operations.
Is it a fun game though? Eeh, like I said, I personally didn't think it was well suited for an afternoon of fun'n'games. Just because I am really into the history of warfare and the military doesn't mean I want every game to be an excel spreadsheet autism simulation, i.e. simulating something as realistically as possible doesn't necessarily make it fun.
Nice, thanks for the post. I'm not that into modern combat, and even CMANO is a bit of "work" for me.
Do you serve? Sometimes I feel a bit silly just playing these games without having served in any capacity whatsoever.
>Do you serve?
Nope, currently studying, will probably go in after I finish. As to feeling silly, I would feel sillier if I were someone who serves and took war gaming overly serious. There are a handful of "game" systems which get used by the military for training purposes, most of which are not available to the public (not unmodified anyway). Pretty much everything else is game for enthusiasts first, serious military simulation second. My 2 cts onthat anyway.
Now back to Squad Leader, pic related is the scenario we will play today. We wanted a really casual game so we chose not to go with added complexity of units as I said we would.
The complexity this time is in the objective, last time was a small skirmish with Germans rushing into position for an intercept and the Russians attempting to get to their objective ASAP. Not a lot of action.
This time it is a scenario with the Russians holding a small village alongside a road next to a hill. German objective is to take it. The three stone buildings (one is obscured by the Russian 9-2 unit) need to under complete control of the German player by game end. Russians win by stopping this from happening. A draw occurs when the German player gets his objective but loses 4 squads in the process.
I won't do as much writing as last time, instead will be drawing in arrows to clarify movement etc. (it will be done crudely in MSpaint)
The units on the board edge labelled BE-1 BE2 and BE-3 are for variations which we won't be playing today as we don't think we have the time.
As such only the German units marked as "Discretionary forces" are added to the units already on the board.
Pretty much, ya. I guess you could use a VPN to set up a lan game if you could gather enough players. Then again, AS2=AS1=MoW, the differences really aren't that big, just quality of life improvements etc., nothing major, so I think you will be hard pressed to get people who play AS2 to go back to lanning AS1.
Here are some of my CM webms, with sound. Hopefully will have some new Fortress Italy ones soon.
I need some help.
All of a sudden my Hotas has fucked up,
as in throttle input now controls rudder and vice versa. Button 1 is picked up as button 5 etc.
I have a Thrustmaster HOTAS X and was wondering why this happens an if it can be fixed
Sorry for the snail speed, we are playing this between work.
It'll eventually drop. I don't see myself owning one until year's end at the earliest. I tried DK1 and 2 and was pretty impressed and had a lot of fun, but that's money that would best go towards upgrading my rig for the -real- next gen slowly showing up on the horizon now that companies are finally starting to push themselves again.
No one particular event. Just a general increase in visual fidelity, graphical user options, more AI entities and framework, more verbose physics and objects, etc. across multiple current and upcoming titles just generally demanding heavier hardware if you care about not having everything set to medium or something. VR is just sort of the final big push towards getting a significant hardware upgrade rather than just settling for a 670 and calling it a day.
The YTbers that played DCS with the OR said that the resolution is 1080p per eye and they couldn't see the instruments at all and making out shit in the distance is really hard. Which kind of defeats the purpose of OR in DCS in first place.
Anyone have Advance Tactics, Gold? I'm looking at it on sale but I'm not sure exactly what all you can do with it. Most of the scenarios I've watched online are random or made up, are there any solid historical scenarios that come with the game?
I was under the impression that reaching constant 60 FPS in DCS is hard only because it's terribly optimized. Such as water always being rendered. Shit like RoF/IL-2 BoS and IL-2 CoD don't seem to suffer from that.
I'm too poor for VR goggles, but you're still a faggot. It irks the fuck out of me when people ask that stupid as fuck question. Obviously you're not the only one; You aren't some special snowflake you fedora lord.
occulus DK2 had 960x1080 per eye thats not 1080p, its slightly better than 720.
which is half the pixels of your screen.
consumer is supposed to 1080x1200 per eye appearently, still not 1080p
htc vive will have 1080x1200 too
starvr will have 2560x1440 and will then have have 78% more pixels than a 1080p screen.
it has a wider fov so it will be less in practice, but still better than 1080p.
having tested the dk2 (random shitty demo games and racing sim) I can say that the biggest problem isnt the resolution but screendooring and the fact that you'll be further away from the instruments compared to regular screen. I had no problem seeing the instruments btw
I want the F4 Phantom too. It's a beautiful plane
>Tfw people want the AV-8B over the GR9 Harrier