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What is 'Rommel' mode?

Posted: Sat May 28, 2011 1:10 am
by Kerensky
This explains it pretty well.

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5 turns total, 15 strength enemies.

I played the tutorial, no cheats or reloads.
First two missions aren't a problem, but decisive victory is impossible, marginal is very achievable though.
Third mission starts to get pretty tough with the addition of actual AI purchases and armored counter-attack. Core losses are so high I haven't been keeping track.
Fourth mission grinds your forces to dust and drains seriously prestige amounts, but marginal victory is still achievable.
Fifth mission is death. The effect of 15 strength aircraft against your units can only be described as 'apocalyptic'.

Overall, this mode is the ultimate compensation for lack of AI intelligence: Less resources to fight stronger enemies in a shorter amount of time.

I'll give it another try and see if I can beat the fifth scenario, because I know the sixth isn't so bad but what I'm noticing is:

1.Enemy gains experience too quickly. This is a serious problem. AI experience gains should be as slow as player gains.
2. Player gains experience too slowly. Not a problem, except it's amplified by the extraordinary AI experience gains. Reduce AI experience gains to this level, and there's no problem.
3. Player is too starved for prestige. Elite reinforcement button is not allowed for use at any time for any unit. Again not necessarily a bad thing, but your entire core will be 0 or 1 star from start to finish at the current prestige levels. The idea of upgrading is also ludicrious, because upgrading to a PZIVD costs the same as buying a brand new PZIVD, so your best solution is to suicide your old unit while doing as much damage to the enemy as possible, and then simply buy a new PZ IVD because you're stuck at 0 stars anyways.
4. Enemy strength is good. You can't out muscle 15 strength units, you have to fight them with intelligence and using the right counters.
5. Time reduction is good.

Posted: Sat May 28, 2011 4:07 am
by OmegaMan1
Is this the new "impossible" play level?

Posted: Sat May 28, 2011 4:23 am
by Kerensky
Considering I got my ass kicked playing the tutorial. Yea, I'd say so. :lol:

Posted: Sat May 28, 2011 4:36 am
by OmegaMan1
LOL... you know, when I first looked at your screenshot, I thought the artillery piece on the right was at 17 strength... :shock:

Posted: Sat May 28, 2011 4:55 am
by Kerensky
Patton is a 19 in USA Midwest. *dies*
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Once proper documentation is done, people will know exactly what all the difficulty levels do and mean.
Suffice to say, the further down the list you go has the effect of:
Fight a tougher enemy with fewer resources and less time to get it done.

Posted: Sat May 28, 2011 5:11 am
by OmegaMan1
19?! Cripes, at that strength you'll need a small stockpile of atomic weapons to get through that line... :twisted:

Posted: Sat May 28, 2011 5:17 am
by Kerensky
Once leaders and SS are implemented, I can't wait to have another crack at the 1939 campaign and the USA scenarios. 5 star 15 strength king tigers may actually have a challenging fight on their hands.

Posted: Sat May 28, 2011 5:40 am
by OmegaMan1
Actually, I think making the USA campaign more difficult is a good thing... If you can reach that stage in a campaign you should be given a stiff challenge.

Posted: Sat May 28, 2011 9:20 am
by heinrich
Yeah even on low difficulty settings the usa scenario should be challenging. I mean hey this is the invasion of usa^^

Posted: Sat May 28, 2011 2:49 pm
by Steakenglisch
Kerensky wrote:Once leaders and SS are implemented, I can't wait to have another crack at the 1939 campaign and the USA scenarios. 5 star 15 strength king tigers may actually have a challenging fight on their hands.
Yeah cant await this .... :D
this will be implementedet and tested before the final right?