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1 - AI control is only certain troops. In other graviteam games, it is mortar squads and wire-layers.
2 - This is a simulation of 80s tank combat, so you will apply the tedious milliradian ranging that tank commanders used to use. For ease, use the mil-dot reticle to range infantry. it's the little reticle in the bottom right corner with a horizontal line that says "2.7" under it and then a curved set of lines above it. the numbers are range for a 2.7 -meter tall object that fits under each dot - i.e. a 2.7 meter tall tank that fits just under the "8" dot is 800 meters away.
To convert that to infantry, a man would be just over half of 2.7 meters, so whichever dot infantry is half up to, that's the range. If an infantryman fills just over half the distance below the "8" dot, he is about 800 meters away. Fire and adjust with tracers.
3 - i really don't know about repairing. I think only a tank track can be fixed during battle, so if there's chasis damage you are screwed until the turn phases. BUT, i think whatever time the unit spend repairing during battle is decreased from the time it takes to repair during the turn phases.
http://graviteam.com/forum/index.php?topic=11897.0
You may not agree with how this is done in SABoW but it is probably the most realistic in taking all aspects of a campaign into consideration rather then just I killed more armor and infantry then the AI did.
I'm impressed as I have been playing SABoW for years and have never completed any campaign without losing several tanks (destroyed), kudos to you.
You'll see that the key points on the campaign map correlate to historically important areas of the battlefield. For example, in the Hooper campaign, if you fail to control the key points you would have historically opened Angola to further invastion - even if you killed a lot of AI units.
Generally, you will win a campaign if you keep the key points for most turns.
Thanks for the link, that clarifies conditions. That been said I agree with 33lima, current victory/defeat/draw calculations are flawed.
Well, I have only done Afghanistan campaign, and difficulty was set pretty low. It's easy to keep your distance and stay alert of recoilless guns. Tried the Iran/Iraq campaing too and got my ass handed to me. Most of the time I have been spending with battle editor and trying to figure out how AI works.
And there is the game breaker for me. I feel more like playing RTS with little simulation options than tank simulator. Allied AI should be capable for more independent actions.
I would not calll the victory conditions flawed per say. Different yes. Perhaps badly worded. But if attack an objective and take it but loose 10 times the number of troops to do so than the enemy is that really a victory? It does give you weird out comes. Wipe out a bunch of trucks with a company of M60's and it might tell you minor defeat or draw. The reason is you so out matched the enemy that it was not really a fight. Might be better to say effectivness than win loose or draw. Say you where 32 percent effective as you took your objectives but lost 3 tanks to a bunch of infantry.
But in the end you can have tactical in game victories all over the place and loose the battle by not controlling the important bits. Sort of like the US in Vietnam or the Soviets in Afganistan. WIn every battle utterly but really loose the war for lack of controlling what was actually important. In this case, its hearts and minds as well as controlling the important stuff...say North Vietnam. Although that would of just ended up even more stupid than it was most likely. For the afgan game campaign it is not relevant per say that your body count is crazy good. You failed your objective of controlling the ground that was set out as the reason for the operation on the historical time scale. In the military you get your orders. Attack and control X by such and such a time. It might not make much sence to you about the time scale. But the other pieces of the pie outside your view might need that place under some sort of control so they can go off and attack their objective freely.
Personally I think the game plays best with smaller numbers of units. At times there are simply a ton of things going on and folks that do not want to be a company commander and just a tank commander might be out of their depth. But in in the end its a tank sim built on a tactical war game chasis. A more tradional single player campaign option might be a good thing to round out game. Who knows. Maybe that happens some day.
I personally think the Angola campaign the best of the lot. Iran is a meat grinder.
I agree. Perhaps it would be possible for developers to add somekind of randomizing to battle editor, that you can set sides and battle sizes and generate random missions? Sure you can edit battles yourself but that kinda takes away randomness. I bet random missions would prolong game's lifespan.
And that is games biggest problem in my opinion. AI just isn't good enough to handle ground formations and cover, hence micromanaging.
In my opinion victory is a victory, even if you achieve it with superior forces and/or massive casualties. If I loose 95% of my troops but control the area and decimate enemy, I won. I did very badly but won.
But next battle with those diminished forces is going to be much much harder, and thats the way I would like it to be.
Well, I keep my fingers crossed for better AI.
Another thing to consider with GT's games are they are very much designed with an eye towards historical aspects of events, this goes beyond just what equipment each side used at what time.
The RTS part of SABoW is what makes it very unique as far as SP combat games go and is probably what will give SABoW high replayability for years to come. I agree the micomanaging can be a PITA but I look at it this way, if something goes wrong (or right) it was mainly because of the decisions I made and not what the AI decided for me, and when it goes right it's most satisfying.
But I do agree and hope that GT does add a battle editor that is a little more involved then the QMB they have now, so you can play missions more like whats in their Steel Fury Kharkov 1942 game. Kind of more then the current SABoW QMB offers but less then a SABoW full blown micromanage everything type campaign.
Tet was not a game changer for US military. What it did was caused public opinion to became antiwar, and public opinion elects politicians. Some historians and professional soldiers even think that US was not "allowed" to win the war, because body bags dont make good publicity and winning would inevitably lead to more troops and more casualties. Seek&Destroy proved to be ineffective.
Using Vietnam as an example, US didn't loose single battle if considered company sized and larger battles. In Sabow they would loose all of them, because their superior armanent against AK's and RPG's (or even WW2 era rifles). Even if US destoyed NVA/VCA entirely it would be a loss since US had better gear. That feels a bit stupid to me.
I totally agree that I dont want AI to fight my battles. I'l give an example what kind of AI behaviour need to be fixed;
Last night I started the Angola Campaing. At certain point I had 3 T-62's in line formation, and I spotted single enemy tank. I checked my tanks LOF and LOS, and all my tanks had a clear shot.
I changed to gunner site, shot and bounced. Gave order to driver to reverse, and my tank turned 90 degrees, exposed side to enemy and then started to back up. By the time I changed to driver tank was destroyed. Other two tanks did nothing. Changed to second tank, started rotating the turret and got blown to pieces. When I switched to third tank I tried to reverse for some cover, but got destroyed.
So, all tanks had clear shot, none of them shot. Obviously there was no obstacles since enemy tank had no problem shooting me. My AI driver was propably blind, drunk and one handed. Fire at will command seems to mean "fire IF you will, but propably not".
What I like to see is when I order other tanks to use cover, they do it. Too many times I have noticed that when I order "Take defence" and start manouver my own tank I find the other vehicles scattered around with erratic patterns. I tested in Battle editor, that when there is actual hulldown position available, AI-tanks cant use it or find it. It's a bit frustrating to get your own tank in position and see your other vehicles reversing hundreds of meters behind you.
Moreover, this developer will soon be releasing new titles that address any shortcomings from the past. Keep in mind, this was a circa 2011 release. With much more powerful hardware available today, this developer can shoot for an even higher standard.
Graviteam demonstrates the potential to create pioneering games that combine large scale simulation with historical accuracy. There's just nobody else following this path. The Wargame series was the only game somewhat close, but the Wargame developer killed that series in favor of more simple point and click RTS.
Stick with these guys and I think you'll see some incredible releases soon. They are even setting goals to create multplayer games of this nature.
Sure, I wont "abandon" Graviteam. Even with flaws this game is the only one which comes even close to tank simulator nowadays (*cough* Steel Beasts). That been said and with issues I have "complained" I'l guess I just wait for patches and hope for the best. At current state I find gameplay too frustrating.
You mentioned "incredible releases soon". Any more information of those? New tank sim?
I dont mean to disrespect any person, country or veteran from any side of that war, or any other conflicts.
What I meant about Tet not being a game changer was that it didn't effect US capability to fight.
Being younger that you (born -73) my knowlegde about Vietnam comes from books and documentaries (seen that famous Cronkite raport of course), but it seems that my "opinion" matches 100% what you wrote. If I understood you right we both agree that biggest effect Tet did was to reveal real status of the war.