Mud and Blood
Rever Oct 18, 2024 @ 3:19pm
Is the campaign just supposed to suck?
So I've put my time in, through the flash games over the years and now at least enough time to get to the 'Close protection' mode unlock in the classic mode and I figured I'd try my hand at the campaign to see if I could unlock the commander skills and see if there's any useful ribbons from the campaign the I can unlock for classic mode.

So far the only thing I think of the campaign is that it's just supposed to suck ass? Like the first squad on the beach spawns with some fancy weapons and gear and then through ♥♥♥♥ odds and a supreme lack of cover my first 6 wipe. The next 6 get 5 enfield rifles and then one BAR. With the same ♥♥♥♥ map with ♥♥♥♥ for cover the only one to survive the first mission is the guy with the BAR.

Onto the second mission.

Now there is no one anywhere here. No Germans at all till the last about 100ft of the mission field. It tells me they'll counter attack if I don't press, even though again I've seen no one for like 9/10ths of the mission map. So I press up to the last bit of the map, it spawns a counter attack, my guys have no cover and when I finally do get some 30% cover they sit behind it pinned for like a solid minute, get picked apart and die.

So that's my only survivor from the last mission and now the next 6 just get enfields.

So is the campaign just supposed to suck the whole time? I've gotten no weapon upgrades, no grenades, no abilities. It's just 6 ♥♥♥♥♥♥♥♥ with ♥♥♥♥ guns and it just blows the whole time, is that the point?
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Showing 1-8 of 8 comments
-SIBERIANWOLF- Oct 19, 2024 @ 12:21am 
öm just finished mine puh! was a long ugly road kinda liked it took me half a year
you can level the soldiers you know that?
and yeah the no germans until the end and then getting counter attacked is a thing it seems had the same
or the flamer dude in the bush flamed all my dudes in seconds

its fiun you can see who died over the whole campaign at which level and kills
also you get call in card for tanks or airstrikes with leveling

i find the classic strange XD is it just supposed to be a towerdefence why the large map? and is there no end to the waves?
Redtail Oct 21, 2024 @ 11:24am 
Campaign is very hard to get into, but you have to learn the cover mechanics of the game in order to keep your guys alive. It's very doable though, I often will have soldiers who survive like 9+ missions. I'd recommend reading some of the guides to help you out.
The Hof Oct 29, 2024 @ 12:51pm 
The first thing you should do is pay attention to the battle conditions. No Germans until the last quarter of the map sounds like a Hard Case, a battle condition where the Germans set up an ultra-fortified location at the end of the battlefield. When you're in the campaign screen, before deploying, check the three battle conditions - they'll have a significant effect on what you'll encounter in the mission, and what, if anything, might affect your soldiers/support capabilities.

Another thing to note is that the game is largely randomly-generated, but there are still a few "set pieces" - the Normandy landing is one of them, and there are a few more throughout the campaign. You can always expect a fairly consistent level of resistance from these levels, and D-Day in particular is supposed to be quite difficult.

It's a hard game, but there really is nothing else like it. Keep at it and you'll find it incredibly rewarding in the end.
Peter_Paradox Nov 25, 2024 @ 1:39pm 
im convinced the developer of this game, had a good concept in they're flash games but has no design sense in the adaptation we see now.. like why are we limiting ourselves to the same concept rehashed with random arbitrary "campaign" experiences which are just randomly generated map crossings.. where 5 dudes fight off impossible odds, but they arent even much better than your enemy counterparts.. at this point im playing warfare 1944 or whatever where i send aimless units across the field with 0 control over they're actual autonomy or influence beyond clicking an ability they can use or summoning a call in..

i cant say they didint try, but we really need to go beyond whats actually here and been done 3 times now. we could have had a WarPips like progressive campaign with a point buy system. instead of ambiguous 30 days to this place or that. its not bad, its just nothing new. We could have been capturing enemy positions and having it mean something, or control several division over a large map choosing who to help or abandon and hold out. i know the games never been like that. BUT IT COULD BE, you would just choose the field of battle to deploy too, just like you do with any of the classic options you have. But no, asking for depth to the game is to much so just enjoy your slop
Last edited by Peter_Paradox; Nov 25, 2024 @ 1:42pm
Vale Nov 27, 2024 @ 6:33am 
My only problem with campaign is the "counterattack" mechanic.

Firstly, I'd be more accepting of it if you could outmaneuver it and the enemy launched a counterattack on your -last known position-, but that's not the case. Artillery gets magically thrown on top of you regardless of where you are and Germans conveniently appear behind you even if the enemy shouldn't have that context.

Secondly, it forces a singular aggressive playstyle in a ham-fisted way that's completely unnecessary. If you don't want the player sitting back and spamming airstrikes with a Signaler, introduce natural enemies on the map that can counter the signaler's calls so he won't always be able to save the day. Mortars, hedgegrows, enemy snipers, enemy signallers, and other natural assets on the map already encourage the player to not just sit around and naturally adapt their tactics.
PoopDoop Nov 30, 2024 @ 4:35am 
kind of wish it had a similar system to m&b recon where you had spare guys so that you could swap in and out so you could bench people in environments where they wouldnt be useful.
also kind of wish that you could bring on more than the 6 a bit like the classic mode or that you could bring guys from the bench/reserves to fill a kia in the active battle

got to be honest though, ive been in training mode like the whole time, just because its so painful to get attached to guys then see them get domed and instantly gone, i get thats how it is but it hurts man. theres also no reserves system or something, no bench. irl there would be reserves behind the '6' who are manouvring to be able to exploit and reinforce success and replenish casualties. in m&b your choices are continue a man down or completely withdraw.
it's because of these things that im unsure how to feel about the counter-attack mechanic. on the one hand, if you choose to dig-in and heal up it is kind of natural for there to be pressure applied to you as punishment and with higher levelled vets & commander skills it isn't really a problem to sit tight and wait for a sherman or arty supp. i just feel that there should be some kind of on the field replenishment system/reserves system where you pull guys from the bench and bring them on, you would have to choose between that, pressing on understrengthed or withdrawing, it makes it more nuanced

but no the campaign doesnt suck, just put on training mode, level up your guys a bit then put on war mode if you want. i wish i had the strength to do that but i cant bear to see another grave in the memorial plot
Vale Dec 9, 2024 @ 11:37am 
Originally posted by Mr. Jolly:
it's because of these things that im unsure how to feel about the counter-attack mechanic. on the one hand, if you choose to dig-in and heal up it is kind of natural for there to be pressure applied to you as punishment and with higher levelled vets & commander skills it isn't really a problem to sit tight and wait for a sherman or arty supp. i just feel that there should be some kind of on the field replenishment system/reserves system where you pull guys from the bench and bring them on, you would have to choose between that, pressing on understrengthed or withdrawing, it makes it more nuanced

but no the campaign doesnt suck, just put on training mode, level up your guys a bit then put on war mode if you want. i wish i had the strength to do that but i cant bear to see another grave in the memorial plot


Looking back on it, you're right. A counterattack is a natural response.

However, I wish that a mechanic so influential on the gameplay's pacing wasn't so vague with what it wants from the player in terms of aggression, especially if it has the capacity to punish progress to a significant degree. What counts as being aggressive? How much does killing an enemy set the timer back if at all? Do we have to be in a specific range for the firefight to count?

For example, I'm in Vire with this squad composition: Gunner, Medic, Rifleman, Officer, Light Infantry, and Engineer. They're exchanging fire with enemies from medium range with some unintended engagements up close. The only breaks in the fight are with LOS blockers and careful maneuvering to achieve better firing angles. They aren't sitting on their laurels at long range, but they aren't leading crazy charges right into the enemy's face, either.

Around 7 seconds after killing an enemy, that "Danger of Counterattack" notification comes up.

I'd be more lenient with the URB concept of it all if your mnb recon-influenced suggestion was implemented (and Recon's my favorite URB game by far because the balance between punishment and success felt more reasonable in proportion to what resources the player is given.)
MyanRatt Dec 16, 2024 @ 10:39am 
Alright, I've played D-Day enough times to fill an entire workday most likely (Mostly pre patch that made it different) but here's some tips for campaign and D-Day:

1. Squad Comps- For D-Day you're given soldiers with Springfields, Garand, Tommy, HMG. Once they get 10xp they are able to class into different soldiers. I try and make my MG soldier upgrade into an officer so he keeps his weapon and starts progressing towards the Stuart Tank upgrade. The soldier with the Tommy gets turned into a Heavy Rifleman for the instant Garand weapon upgrade (I prefer to keep engagements far away which is why I lean away from smgs). Don't upgrade anyone into a medic until they suffer a decent loss of health, and whoever gets hurt the most will most likely become my medic. I try to hold off a medic upgrade until 20xp to give him an instant combat upgrade because 15 is absolutely terrible. I usually have a Scout, Medic, Officer, Heavy Rifle, Signaler, And the 6th guy is usually whatever I need at the time.

2. Combat- I line my guys up in 3 columns and 2 rows creating a very concentrated line of fire, as long as my scout can see them before they see me, i'll have the upper hand in most engagements, which helps preserve my troops. The enemy will target the closest soldier you have to them so I'll set up my front line troops in a line to sort of share the brunt of the fire between the two of them. If they get hit you cycle them to the back of the line so they won't get shot at anymore, although any action cycle previously targeting them will still shoot at them after they moved. You want all 6 of your people firing during engagements, if someone isn't shooting you need to get him in line of sight even if he's hurt.

3. Upgrades- Having fancy airstrikes and calling in tanks is dope for sure but shooting is the number one killer in this game so I always take Combat upgrades basically to 60+ before going for the Ability upgrades. My path is almost always Combat > Abilities > Weapon for soldier progression.

***** If you can complete D-Day in under 20 minutes without a casualty you will be awarded a medal that is totally worth the frustration to just keep trying over and over to get it. *****



Checkout the wiki page and patch notes for help too it lists a ton of extra stuff about the game that is almost crucial to play at your best.

Good luck, I hope you end up enjoying the Campaign, it's my favorite game mode without a doubt.
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