I reckon players have their plans for the first turn. Is there a way to list all new units/ships/air groups each side gets on turn 1? For example, as the Allies, I can see the labor brigades, the field hospitals and the guerrilla units in China, but other than that it is a hunt for the needle in the haystack. I added it to the first post.
Matrix Games Forums Forum
forums.matrixgames.com ↗phpBB-Forum auf Englisch. 12 beobachtete Rubriken: General, ↳ Press Releases, News and Events from Matrix, ↳ General Discussion, ↳ Quizzes, Trivial and other Interesting Information, ↳ Site Feedback, ↳ Latest Matrix Downloads, ↳ Official Matrix Games Discord Server, ↳ Official Support: Matrix Games Help Desk, ↳ Automated Purchased Game Re-Downloads (Members Club My Orders), New Releases from Matrix Games, War in Spain 1936-39 und After Action Reports.
- Diskussionen pro Tag
- 23
- Eingesammelte Diskussionen
- 232
- Beiträge pro Tag
- 149
- Rubriken
- 12
- Beobachtete Quellen
- 15
- Software
- phpBB
Neueste Diskussionen
Alle 4 Stunden aus dem öffentlichen Feed des Forums eingesammelt. Wiedergegeben werden nur Titel, Link und der Anfang der Nachricht; jeder Link führt zur Quelle zurück.
Happy Thursday
hello i just finnished a german campaign and ready to go. i rate myself as average but experienced player. i play historical and agree with your options. pm me if you please. If my game doesnt kick off I will PM
I wouldn't think that the Allies needed to add LI or HI. I would have added oil to Australia which would help to keep the existing HI working. Unless it is a mod, the only place that I would add supplies would be China. Instead of increasing pilot XP and the number of aircraft in lump sums, I would have added aircraft factories since a player would receive those potentially for the entire game, especially for the PBYs. A size 25 factory of PBYs would be nice. In fact, a factory for the P-43s which I would then have upgrade to the P-47 would be a fantastic deal! Especially if the P-47 production would be continuous with no pause in the game. Adding a F4U factory would be a great addition if the added aircraft squadrons were US Navy or US Naval Infantry air units. The smaller air units could be supersized on aircraft carriers. Initially, they could be additional training units until enough Corsairs were produced.
Agreed the Crank mechanism seems broken I remember 10 years or so ago raising it and the devs suggested it would be looked at.. but the crank should only just turn to still hold the lock from the Illuminating emitter... but it doesn't so you have to set to STRAIGHT in. I also micromanage the "AUTO-EVADE" doctrine on and off for each engagment I can catch... annoying but does help give the NATO pilots some semblance of a change to hit
Hey Bart ! Thanks for replying. No I completely understand. I know I'm not really playing fair, but I always take a few hours to make small tweaks... it's part of the fun for me... My Step Dad Flew Buccs - RAF - first on Fleet attack with Nukes and then TV Martels... Then later moved onto Bombing, what was Czechoslovakian, soviet airbases... I even visited one that was on his target list.. that was an interesting experience... so they always get a look in. I did check and 208 sqn were still running some airframes that year... apparently (!) so felt ok to include them I've not played around much with land units... find the interface and simulation is a little clunky. But am giving it a go on the Fury episode 24 I think with the marine landings.. wow what a scenario... I couldn't sleep trying to plan that one
And of course, The Imperial March (Darth Vader's Theme) Darth Franco, Lord of the spanish Sith Order?
It's been said before!. Seriously, though, try it - it works.
Hi, you can't over-stack a hex so if there's 7 stacking points used of a max of 9 then you can't move onto or even through that hex with a unit of 3 stacking points. Why can't you move through it, it's not like it's ending its turn in that hex, you might ask? Well, because when the orders resolve, they do one turn at a time, and in the during that turn the next hex could become unavailable (enemy occupies it, hex costs rise, bridge destroyed etc) and it'll end the turn overstacked. And a hex can never be overstacked. So to move units through a hex you need to have space available in that hex. Hope this helps!
I reckon players have their plans for the first turn. Is there a way to list all new units/ships/air groups each side gets on turn 1? For example, as the Allies, I can see the labor brigades, the field hospitals and the guerrilla units in China, but other than that it is a hunt for the needle in the haystack.
Yes, all is ok. thanks. It was my mistake, I did just forget to check "upgradable" in the concerned minor status research. There are 2 important things to do when we mod countries and I forget frequently to do : 1/ To set minor countries as "upgradable" (in advanced research windows) 2/ To set minor units "attachable" to Major HQ (in country data) Concerning my mod ASL Tactic Command, I never seen the AI of the game like it plays actually in the mod : giving fire range = 2 hex to motorized and mechanized infantry (to modelize high "mobile combat" capacities) seems galvanize the AI at an incredible level. And same for tanks, with a range fire of 2 (scale is 1 hex = 500 meters). Strategic Command in a tacic scale is really a complete and totally different new game, you should consider to explore these possibilities in the future (when my mod will be released, you will see your game with a new aspect, it's incredible : AI seem have been made for this scale with medium size maps
looking for soviet player for 1941 campaign. never played against humans before but have experience against ai as axis. rules are open to discuss
232 Diskussionen eingesammelt seit 31 August 2026. Dieses Forum nach Stichwort beobachten →