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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?
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.
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
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.
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
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.)
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.