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回報翻譯問題
This had the effect of making me think that the defence was overpowered but after playing some multiplayer and seeing some strategies people playing Germans beat me with, it's a lot more balanced than I first thought.
The main luck factor in my opinion is not really the combat rolls. They can be planned around but there's not much you can do about the random turn length. Usually it balances itself out over a match but sometimes you get two consecutive ultra short turns where you only get 5 or so activiations and that can kill the match.
I'd really suggest you dive into multiplayer and try playing the Soviet side against humans. It's a completely different experience and experienced german players can be one tile away from Moscow by the end of turn two with half your forces encircled if you don't play the opening moves right.
However angainst the Hard AI I have found it much more difficult,the variation of predicted attacks against the actual outcomes are much less reliable. This is probably fair enough, no outcome can be certain but it could cause a sense that the player is being misled by his "Recce" troops!!
Still I love the style,speed and flow of the game, please port over more titles :)
I was caught by surprise a bit that this is more puzzle than wargame, despite the realistic presentation (time and weather being important etc.) I will keep the game tho, some day I might be in for a puzzle title :)
Just in case you are not aware of these games I'll throw a few titles at you that you might want to check out:
Command Ops 2 (wargame in pausable real time instead of turn based)
Flashpoint Campaigns: Red Storm (Cold War Era)
Order of Battle will soon get a Blitzkrieg expansion
Having effected a large encirclement I realized it was a waste of time because only victory points matter. If you're not advancing, your losing, no matter how many Russians you've killed. And in the end, Bryansk is almost worthless, so, why bother?
It matters that I can force units to retreat but I can't attack them where they retreat TO from where they retreated FROM. So, I have to leave troops to guard because I feel certain they will have no restriction on attacking from there or cutting an open supply line.
Russians, cut off and out of supply, require a minimum of two attack turns to eliminate. While I spend rounds doing that the Russian reserves keep pouring in and reinforcing the IMPORTANT points, VP objectives. Again I say, Why am I killing russians? Why do they never surrender? I recall they did so by the millions, but not here.
Again, the OP is correct about the RNG factor being the deciding factor. Prepared offensives are fine for armor in the open IF they manage to destroy and breakthrough. Otherwise, I just have to do it again. It was quite annoying watching infantry prepared offensives shoot, shoot, shoot, to little effect while the Russian defensive advantages absorbed all the damage.
I've requested my refund. I can say that at least the game was not overpriced.
Random numbers really have little effect. I suggest playing a little multiplayer so you can see how others are playing to see what strategies work. Even playing the AI from the other side can help with that but a human player will always come up with more creative strategies.
The AI is pretty good and will make you work for your first win. It sounds like you just haven't understood the game shaihulud. Saying Bryansk is almost worthless when it's worth 1VP a turn across a 22 turn game gives me that impression anyway.
Try looking at the objectives and working out what you need to win. The germans need to finish with 42VPs or capture/surround Moscow. Allowing for some vp loss due to destroyed units it comes down to you only needing to capture Bryansk and two other 1+ vp's for around 10 turns to win (assuming you hold Rzevh, Orel and Kursk at game end). This is very possible and you should look to take either Voronezh, Tula or Zvenigorod before turn 5 ends and the mud sets in. Once you manage that you can look to isolate and destroy any Soviet units left behind and slowly set up for your three prepared offensives when the frost sets in. Use the frost turns to set up a solid defence on VP's you need to hold until the end (usually Kaluga/Rzevh/Orel/Kursk) and retreat any severly damaged units to the rear lines to deny the VPs the Soviet player would recover by destroying them.
Turn 1 I interdict the Russian infantry in Dorogobuzh and use the prepared assaults on Vladimirskoye, Zhukovka and in the south in Shostka.
During the turn I breakthrough Sychyovka and prepare to contest Zvenigorod and Kaluga next turn. In the south, my panzers breakthrough into Kursk and threaten Orel.
http://steamcommunity.com/sharedfiles/filedetails/?id=801075687
In the prepared offensives for turn 2 I capture Kaluga and move into Zvenigorod. Getting into Zvenigorod is great even if you can't capture it as prevents the Soviets from defending in front of Moscow as the rail line to Mozhaysk is cut.
During the turn I capture Tula with the two panzer brigades that captured Kaluga and clean up most Soviet threats. At this point the scenario is essentially won as Tula, Kaluga, Moshaysk, Kursk, Orel and Vyazma is winning with 16 vp. My moves from now on are aimed solely at keeping those VPs which will be easy as the Soviets simply don't have any credible offensive threats.
http://steamcommunity.com/sharedfiles/filedetails/?id=801075779
I spend turns 3 and 4 capturing Orel and Kursk and tying down Soviet units.
http://steamcommunity.com/sharedfiles/filedetails/?id=801075867
Sure enough the Soviets can't even get close to recaptuing a VP location and I pass to end the game early on turn 5 after making a last half-hearted effort to take bryansk and voronezh.
http://steamcommunity.com/sharedfiles/filedetails/?id=801075928
http://steamcommunity.com/sharedfiles/filedetails/?id=801076036
If I'd played a little better I could probably have finished the game with Zvenigorod, Bryansk and Voronezh all under control for a truly crushing victory but hopefully this gives you an idea of one way you can go about winning the opening scenario. There are plenty of other options and tactics available to you, I played a very southern focused approach ignoring Rzhev, Kalinin and Bryansk in favour of capturing Tula and Kursk. Once I even pushed in the north through Istra capturing Kraznaya Polyana and Nogisk for the win whilst the south was limited to capturing Bryask early.
Remember, you've only got five turns so never engage a concentration of Soviet forces, especially if they're in a town or forest tile. Make sure you encircle the Russians south of Vyazma on turn 1 otherwise they'll be a real pain later. It's always possible to complete the encirclement turn 1 no matter what move the Soviet player makes.
Also you'll notice that I barely use the infantry at all. In the operation Typhoon scenario you have 5 turns and infantry can move 1 space. If you can't find a position you want an infantry unit to be in by 5 turns then just leave it. In the full battle it can be useful to move them up in preparation for the mud turns but scenario 1 is a 5 turn VP grab where the infantry have almost no use other than tying up some frontline Russian units on turns 1-2. The Yartsevo 3 stack of infantry can be used for capturing Rzhev if you move them every turn but it's often only practicable if you get some long turns where you can move all your panzer forces and that group of infantry.