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Archived from groups: comp.sys.ibm.pc.games.war-historical (More info?)
An embarrassing AAR report from my first game: I lost. <g> I think I must
have been unduly influenced by playing Race to Messina at an impressionable
age, because the first scenario I played was Husky and that's what I did, I
raced to Messina. Then I sat there thinking, gee, the AI's a but lame. Not
much resistance there. Yet all the while I suspect the AI was sitting back
thinking the same about me. I didn't realise till my VPs started to go
through the floor that having ignored Palermo was costing me 100 VP a turn,
which goes to show: never trust that a game designer's going to have the
same ideas about VP that you are. Whoops. Got the guys in trucks and
it became a race to Palermo, but too late, the game ended with a crushing
defeat, despite having surrounded and killed off all of the German units on
the island. Oh well, if there was a campaign (there isn't) the Italian leg
of the job would have been easy!
It's a fun game, but the downside is I've spotted a few bugs. Of these the
first one's a killer:
- the AI replay hangs, I've seen this twice in three games now, both times
when playing as the Axis (turn 5 in Avalanche, first turn in Husky) and it
stops the game dead. Game over, start again. I tried Husky a few times and
each time it hung in the same place, with an Italian battalion surrendering
near Floridia. Makes German Sicily unplayable for me (maybe Axis all up,
we'll see). If nobody noticed this in play testing it might be a video card
thing? (ATI mobility radeon 9600/9700 here, windows update says I've got
the latest drivers).
- some of the inland towns in Sicily have large (up to 4 step) regenerating
militias (I forget what these are called in the game) which don't seem to be
affected by supply & which seem to take hits before other units stacked with
them. Even completely surrounded and subject to repeated turns of 10:1+
attacks, I just couldn't kill these militia steps faster than they
regenerated, which lead to some ahistorical Italian lasts stands. Getting
several lower strength, but still high odds attacks on the same turn works,
but I'm not sure bleeding attacks should be necessary against the home
guard. Attack again Colonel, before they get another chance to recruit!
- the Balkenkreuz symbol doesn't change on some of the Sicilian ports when
they're captured. Messina does work but Catalina & Syracuse don't. This is
a problem aesthetically only I think, AFAIK the VPs are still tallied &
reinforcements definitely arrive.
Not a bug, but a point on the dark map: strongpoints are almost
indistinguishable from the background colour, sometimes I only found them by
wondering why some units wouldn't go in a particular direction. They need
highlighting IMHO.
Regards,
Mike Kreuzer
www.mikekreuzer.com
An embarrassing AAR report from my first game: I lost. <g> I think I must
have been unduly influenced by playing Race to Messina at an impressionable
age, because the first scenario I played was Husky and that's what I did, I
raced to Messina. Then I sat there thinking, gee, the AI's a but lame. Not
much resistance there. Yet all the while I suspect the AI was sitting back
thinking the same about me. I didn't realise till my VPs started to go
through the floor that having ignored Palermo was costing me 100 VP a turn,
which goes to show: never trust that a game designer's going to have the
same ideas about VP that you are. Whoops. Got the guys in trucks and
it became a race to Palermo, but too late, the game ended with a crushing
defeat, despite having surrounded and killed off all of the German units on
the island. Oh well, if there was a campaign (there isn't) the Italian leg
of the job would have been easy!
It's a fun game, but the downside is I've spotted a few bugs. Of these the
first one's a killer:
- the AI replay hangs, I've seen this twice in three games now, both times
when playing as the Axis (turn 5 in Avalanche, first turn in Husky) and it
stops the game dead. Game over, start again. I tried Husky a few times and
each time it hung in the same place, with an Italian battalion surrendering
near Floridia. Makes German Sicily unplayable for me (maybe Axis all up,
we'll see). If nobody noticed this in play testing it might be a video card
thing? (ATI mobility radeon 9600/9700 here, windows update says I've got
the latest drivers).
- some of the inland towns in Sicily have large (up to 4 step) regenerating
militias (I forget what these are called in the game) which don't seem to be
affected by supply & which seem to take hits before other units stacked with
them. Even completely surrounded and subject to repeated turns of 10:1+
attacks, I just couldn't kill these militia steps faster than they
regenerated, which lead to some ahistorical Italian lasts stands. Getting
several lower strength, but still high odds attacks on the same turn works,
but I'm not sure bleeding attacks should be necessary against the home
guard. Attack again Colonel, before they get another chance to recruit!
- the Balkenkreuz symbol doesn't change on some of the Sicilian ports when
they're captured. Messina does work but Catalina & Syracuse don't. This is
a problem aesthetically only I think, AFAIK the VPs are still tallied &
reinforcements definitely arrive.
Not a bug, but a point on the dark map: strongpoints are almost
indistinguishable from the background colour, sometimes I only found them by
wondering why some units wouldn't go in a particular direction. They need
highlighting IMHO.
Regards,
Mike Kreuzer
www.mikekreuzer.com