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Re: DLC '44 West #01: Anzio
Posted: Thu Nov 08, 2012 9:01 pm
by Kamerer
The 251/1 is still a transport. That is the reason why it can not take cities. You don't want to change it to a recon unit as then you would not be able to use that unit as a transport.
Yes, but that's the problem. It's not REALLY a transport unit, it's an armoured personnel carrier.
If the developers want to, they can add it as a separate unit, then we would have two 251/1's. One for transport and one for recon.
That would solve the problem. Not being able to take victory hexes is more than an annoyance; it becomes a liability in most terrain scenarios in this campaign. For example, if you need to move into a city hex for combat, since it doesn't "take" the hex, it leaves spotting in effect for the allies for the hex and all adjacent ones. Thus, enemy artillery, air, etc. can still get free spotting to target your units. So it can't be used like that.
As it stands, if you want to use them for future scenarios you are better off disbanding them and buying a 234/2, for example. It will have better spotting, MUCH better defense, movement, initiative, and similar hard attack though weaker soft attack. So as it stands, they aren't terribly useful units, unfortunately. They are cheap to repair, though so are recon units in general. I like the idea of them, but without being able to capture, they are useful only in limited open-terrain scenarios, like here and Normandy.
So it's kind of a bind - or if not recon, then what if they were an infantry unit that could not dismount (again, preferably a 250/1 instead), that would let them stay as-is but still function correctly. Is that possible?
Re: DLC '44 West #01: Anzio
Posted: Thu Nov 08, 2012 9:36 pm
by RobertCL
Exactly what I said in my post and no reaction so far (except yours), strange...
PzGrenadiere without possibility to capture VHs are totally useless!
Re: DLC '44 West #01: Anzio
Posted: Fri Nov 09, 2012 5:30 am
by Kerensky
Just to point out, many SE units have already been removed from circulation at the start of 1943. True some rather old tanks still remain like the IIIJ-1, but this was deemed to be acceptable. If we cut out too many SE units, then every SE tank that shows up will have an unusually high chance to be a Panther or Tiger. Given the somewhat poor nature of Allied armor, even late model Panzer IIIs remain effective, which is great for those players who are looking to model themselves after historical units instead of pure Tiger and Panther armies and still remain effective at playing the campaign.
The Panzer Grenadier was an experiment, and it seemed to work out well. With suitable warnings attached to the unit, it should not confuse players who use them.
Overall, the impress with this DLC is that it is on the easy side, which isn't necessarily a good thing, but we much rather hear that complaint that the complaint that DLC are too hard, as they have been in the past. For anyone seeking additional challenges out of DLC, there are always higher difficulty settings to choose from. Still, we'll make this DLC at least a little bit harder, but not by reducing player prestige.
Re: DLC '44 West #01: Anzio
Posted: Fri Nov 09, 2012 8:16 am
by Kamerer
Kerensky wrote:Just to point out, many SE units have already been removed from circulation at the start of 1943. True some rather old tanks still remain like the IIIJ-1, but this was deemed to be acceptable. If we cut out too many SE units, then every SE tank that shows up will have an unusually high chance to be a Panther or Tiger. Given the somewhat poor nature of Allied armor, even late model Panzer IIIs remain effective, which is great for those players who are looking to model themselves after historical units instead of pure Tiger and Panther armies and still remain effective at playing the campaign.
The Panzer Grenadier was an experiment, and it seemed to work out well. With suitable warnings attached to the unit, it should not confuse players who use them.
Overall, the impress with this DLC is that it is on the easy side, which isn't necessarily a good thing, but we much rather hear that complaint that the complaint that DLC are too hard, as they have been in the past. For anyone seeking additional challenges out of DLC, there are always higher difficulty settings to choose from. Still, we'll make this DLC at least a little bit harder, but not by reducing player prestige.
1) On the Pz.III, they were out of production in 1943, and from what I have read, not used in front line combat roles much after Kursk. So an SE unit with them in 1944 is a bit out of the boundaries. An
experienced late-model Pz.III is indeed competitive into 1944, but not a "green" one. I could understand a Pz.IV/G or later from 1944 on, but not a an "elite" unit coming with inexperienced Pz.III (strength 10, experience 0) as a front line unit in 1944. It doesn't fit well or work well -
especially if you are shooting for an "historic" core. The only thing really to do with them is a) disband them, b) upgrade them to more survivable "green" unit - Panther, Tiger, or c) only use them in rear to clean up or hold rear areas - not a logical use for an "elite" unit.
2) I think the PG unit works, but it has flaws by not being classed as a combat unit. Surely there's a way to make it act as such? The concept just feels wrong - a supposedly elite unit - mounted PanzerGrenadiers - that you can't use to assault villages? The concept is good, but the execution of classing it in game mechanics as "transport" just misses the mark.
3) Yes, other than Eindhoven, even at Field Marshal, the scenarios in this campaign all feel universally easy to my mind. This is not to say the maps are not well thought out, or the scenarios creative - but the tough fight is not there. In many of them, this is not unwarranted - Italy were difficult fights for the allies, with little real success. Likewise even Normandy landings - given the option of throwing armour fast at the beach - is OK to be able to win decisively.
I do think the maps/concept on many (most) of the scenarios are quite good.
Re: DLC '44 West #01: Anzio
Posted: Fri Nov 09, 2012 9:00 pm
by RobertCL
The concept is good, but the execution of classing it in game mechanics as "transport" just misses the mark
+1
It should be a unit part of infantry class (no problem to keep the SDKFZ 251 as icon but NOT a land transport class unit).
Re: DLC '44 West #01: Anzio
Posted: Sat Nov 10, 2012 1:33 am
by Kamerer
1) Anzio – beta 2
Level: Rommel, stock core
Prestige: Begin: 1,425. End: 1,875. Net: +450
Result: DV 15/15
Replacement policy/prestige: about 50 used to repair infantry.
Problems:
- • Grammar error still in mine message pop-up.
General impressions/comments:
- • Allied air still was a bit too strong at end – had to cede air control last two turns with my weakened fighters; had to hide from them.
• Seemed cloudier, reducing my tactical air effectiveness.
• Had a horde of infantry in center; a challenging fight.
• Held 5 depots (one lost to air strike, I had held it on the ground). Scenario felt similar, not too tough but certainly not a push-over.
Re: DLC '44 West #01: Anzio
Posted: Sat Nov 10, 2012 2:11 am
by LostAgain
Beta II Playing FM with imported core.
MUCH BETTER...the first version was a snooze fest, but I had to think with this version. One thing I want to ask about is the HW and Ranger infantry. Even in the open not only did they frequently beat up Panther A's, but even defending in the open they were very difficult. Personally I liked it. I noticed that there was a comment about the air being too strong at the end but I like it just as it is, even though my air had to get out of Dodge too. It's not the first time units have had to run for their lives, and I hope it's not the last.
Re: DLC '44 West #01: Anzio
Posted: Sat Nov 10, 2012 2:57 am
by monkspider
Anzio
Beta 2
General Level
Default Core
Ending prestige 2700
Losses: 1x Field artillery
This was much tougher this time and I think overall a superior scenario. The default core is pretty good, it is pretty comparable in quality to my previous imported core (which was a weaker than normal core.) I managed to hold on for the decisive victory but it was pretty nailbiting, i thought maybe the AI was going to knock me out of one one my objective hexes on the last turn, but I narrowly held on.
Re: DLC '44 West #01: Anzio
Posted: Sun Nov 11, 2012 1:44 am
by billmv44
Beta 2 General, ending prestige 3225. DV on 15/15. All but 1 supply hex survived. Gained 5 mine fields.
A tough scenario. The American infantry is very tough. I was able to contain their air power without too much trouble. The allied naval forces gave me quite a bit of trouble. The AI made pretty good use of it's naval bombardment capability severely damaging some of my artillery. This seemed to capture the desperate nature of the battle for both sides.
Re: DLC '44 West #01: Anzio
Posted: Sun Nov 11, 2012 5:30 pm
by Blathergut
Still working on this one! Using the core that comes with it on General level. Third attempt I made it to about turn 13 but with atleast 6 core units destroyed and we don't want to talk about turn 13.
The U.S. infantry packs quite a wallop! German infantry just seems to vaporize even when defending in cities. Will keep trying.
Re: DLC '44 West #01: Anzio
Posted: Sun Nov 11, 2012 8:33 pm
by Blathergut
Managed DV on turn 15 with little losses. Was better able to concentrate at points and eliminate the last final swarm from the south. Ended the scenario with around 1500 prestige.
Interesting and challenging.
Re: DLC '44 West #01: Anzio
Posted: Fri Nov 16, 2012 11:17 pm
by zappel
Beta3 - Colonel-Level - Imported core - DV
Not a big point I posted above: just a little map misbehaviour but the Moletta River now flows in the Mediterranean Sea. That's why I like testing this game. Somebody read the posts and sometimes things are changed. Great.
I noticed no changes in Anzio since beta 1, maybe some more airplanes. The messages seemed to be displayed completly so nothing more to tell.
Re: DLC '44 West #01: Anzio
Posted: Sat Nov 17, 2012 4:12 am
by Kamerer
1) Anzio – beta 3/rc
Level: Rommel, stock core
Prestige - Begin: 1,775. End: 2,275. Net: +500
Result: DV 15/15
Problems:
General impressions/comments:
- • Seemed to work well. A tough scenario needing caution and focus. I decided to just not defend the eastern most dump this time to avoid getting stretched; not really enough power to reliable defend all the forward ones.
Re: DLC '44 West #01: Anzio
Posted: Sun Nov 18, 2012 9:19 pm
by ThvN
beta 3 - colonel, imported core - DV
This time I'm just going to play very fast through the maps for general impressions, so no detailed prestige notes. Anzio feels about right, it gets very expensive if you try to grab all flags, but if you hang back near the victory hexes (with some AAA) there should be little trouble. Messages are clear and easy to understand.
Re: DLC '44 West #01: Anzio
Posted: Tue Nov 20, 2012 7:25 pm
by semper_fidelis
Not sure if this is a "bug" rather than an exploit. Starting the scenario the game shows two slots available for buying more units. You can buy two units, then the next turn receive the reinforcement PanzerGrens. If you wait, you still get the PanzerGrens but there are no core slots available for you to purchase anything. So the quick commander buys two units and then gets two more.
Re: DLC '44 West #01: Anzio
Posted: Tue Nov 20, 2012 7:32 pm
by semper_fidelis
A humble request for a unit icon change. The FW190F is a tactical bomber, but its icon and coloring is so close to the fighter versions that I have to stop, check twice, and then use the FWs in their proper role. Could there be a splash of historically-appropriate color or a different camo scheme to set the tactical bombers apart from the fighters?
Re: DLC '44 West #01: Anzio
Posted: Thu Nov 22, 2012 1:19 pm
by MH77
Beta 3, Colonel, imported core, no problems.
But a question: Where are Anzio Annie and Anzio Express?
http://en.wikipedia.org/wiki/Krupp_K5
Re: DLC '44 West #01: Anzio
Posted: Wed Nov 28, 2012 11:56 am
by maho1973
Beta 3 - colonel level - preset core - start: 3550 pp - DV - gained 6 minefields
- Still missing unit picture for the Sd.Kfz 10/4
- One or two more recon units would be nice
-
RobertCL wrote:The concept is good, but the execution of classing it in game mechanics as "transport" just misses the mark
+1
It should be a unit part of infantry class (no problem to keep the SDKFZ 251 as icon but NOT a land transport class unit).
Signed.
-
RobertCL wrote:Exactly what I said in my post and no reaction so far (except yours), strange...
PzGrenadiere without possibility to capture VHs are totally useless!
I agree.
- A very nice and challenging map.