US Campaign retrospective

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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Longasc
Lieutenant Colonel - Panther D
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US Campaign retrospective

Post by Longasc »

I must admit it's a bit premature. I am slogging through the last scenario, which is quite a drag and rubbed me the wrong way several times already.

But let's start with the good stuff, the all in all very positive impressions! :)

+ Pearl Harbor was an amazing start with a very well thought out route and meaningful choices
+ the fighting retreats at Bataan and Warplan Orange were really nice scenarios, forcing me to learn delaying tactics
- these are at the same very hard for beginners especially as...
-- the US campaign is lacking resource points, it's too tight, and requires near perfect execution to make it to Leyte. After Leyte the RP roll in, but it would be better if more are available early on.
+ the naval battles were very exciting
+ Guadalcanal was amazing, even if what made it possible, quite heavy scripting and a whole fleet "teleporting" away,
- is often also detracting. Many scenarios are just too much scripted
+ the game mechanics of OoBPac are amazing, but some things are odd:
- Upgrades everytime, everywhere? It's also quite strange that you can upgrade so often and that RP are so goddamn tight as US player. I heard the Japanese have it easier
+ Okinawa has very interesting spots for Raiders and interesting tactics, though I found their special abilities and Resource cost is damn high for what they can do
- the final battle with the "tactical" nuke: With that explosion range I drop it as Combat Air Support just before my troops. I really would like the option to end the war by dropping a single nuke instead of slogging it out and advancing through nuked territor. It feels and plays quite wrong, the final scenario was a letdown so far.
+++ all in all I had a very good campaign impression. Will play the Japanese campaign next. :)
monkspider
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Re: US Campaign retrospective

Post by monkspider »

Great post! I agree with each and every point except the upgrades, I really didn't mind them, for some reason every minor upgrade always gave me an odd sense of satisfaction, though the lack of resources is a major problem. I went with the British Pacific fleet, it was cool but it really needed to come earlier since it was pretty pointless in that particular battle.

That last scenario though is terrible. It is slow, boring, easy, and kinda depressing honestly. And the AI turns just took so ridiculously long! Okinawa wasn't very good either but it at least had a couple interesting elements to it.
simcc
Staff Sergeant - Kavallerie
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Re: US Campaign retrospective

Post by simcc »

Both campaign final battle is abit long and boring but I find Tokyo better than Melbourne as its still abit interesting compare to Melbourne. At the finals our force have build up hence it will always be abit easy, only way to make games interesting is a well plan map with lots of ambush to kill off our unit which in this case didn't happen. I expected more infantry but somehow I find that there are too few infantry at the end scenario, I mean if it's an invasion of Tokyo the losses would be damn high for the allied as every able body of the Japanese will fight and every house will be booby trap. And I notice AI don't use banzai charge in which is what I would imagine if the invasion of Tokyo really happen, mass civilians and soldier charging to their death to protect their divine Emperor lol. Also note the defence setup was kinda a joke as I don't find any naval mine on coast of Tokyo or Melbourne IIRC. Anyone who study military tactic would have known a defensive position is always full with minefield. IMO there should be more bunker, mg foxhole and mines.
One thing i was expecting and didn't encounter at the end is mass infantry charge. There should be mass infantry counter attack and do dmg so it slow us down to reinforce and reorganize.
Well let's hope this developer can give us a good DLC based on what they did to OOB pacific.
simcc
Staff Sergeant - Kavallerie
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Re: US Campaign retrospective

Post by simcc »

To add on if I were the developers I would make an interesting map that force us to study the route. Main route with roads have a minefield before a town with those special force hidden in town to spot so if we rush in we got the mine and the AI can pound us with Arty nxt turn. Alternative route should have weaker defence with bunkers and foxhole to slow the advance and a mass infantry counter attack from the flank. Last I would add a naval landing zone which is mined as well with some bunker and Arty position. The idea is to kill our unit which I find it that the developer is shy in doing so lol. If I lost 50% of my core in the last scenario I will be happy as it would show a great defence setup and also for the survivors to show that they were the elite that survive the horror hahahaha
Bylandt11
Corporal - 5 cm Pak 38
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Re: US Campaign retrospective

Post by Bylandt11 »

Yes, the different scenarios are great.

But I agree that the US doesn't get enough resource points. I played the game on "Captain" level and sometimes had a difficult time. I'm putting off trying on admiral or fleet admiral level (until this gets patched?) as it this most likely will prove to be very frustrating if not downright impossible.
simcc
Staff Sergeant - Kavallerie
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Re: US Campaign retrospective

Post by simcc »

Doing fleet admiral on US campaign atm just past midway and so far my resources is still ok but not great compare to admiral and captain difficulty lvl. My force so far as below

Land
4x infantry 42
2x engineer
2x howitzer
1x AT truck can't remember the name
2x AA the MG ones
1x tank Stuart
Naval
5x DD greaves
3x CA new Orleans IIRC
1x BB Dakota
2x CV Lexi
2x sub gato
Air Force
3x wildcat
2x Warhawks
2x dauntless
1x devastator
Not the greatest force assemble but get the job done. Will do Guadalcanal later today and get my land force up hahahaha
jslit
Lance Corporal - Panzer IA
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Re: US Campaign retrospective

Post by jslit »

I found the larger scenarios the least interesting because you realize how passive the AI really is. In smaller scenarios where you can't field that many units the aggroed AI units is often enough to make it exciting but not in the larger ones.

I think many scenarios could benefit from more scripted attacks. Guadalcanal and the final push at New Georgia was the highlight of the US campaign for me. Though, instead of a big announcement and enemies teleporting in and immediately attacking , maybe skip the announcement and have a couple of turns when the forces arrive and organize at the edge of the map? That way good recon pays off.
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