A few thoughts on the korean War mod - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Campaign Series (https://www.theblitz.club/message_boards/forumdisplay.php?fid=8) +---- Forum: Campaign Series Hosted Modifications (https://www.theblitz.club/message_boards/forumdisplay.php?fid=240) +----- Forum: Korean War Mods (https://www.theblitz.club/message_boards/forumdisplay.php?fid=244) +----- Thread: A few thoughts on the korean War mod (/showthread.php?tid=63626) Pages:
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A few thoughts on the korean War mod - John Given - 01-22-2013 Hi all, so far, I've played the Korean War bootcamp scenarios, (all of them), two regular scenarios (completed) and started a campaign game. This is a really nice mod, but I really struggle as the Koreans or Chinese on this one - the allied weaponry is really lethal. Reductions by three are common. I have often found that often, the best way to beat a scenario is to do something really unconventional (like avoid the lowlands that contain the objectives and drive through tough back country to get to the exit hex - leaving the enemy force almost intact). I have mixed feelings on the changes for 2.0 - the new unit into box is a bit tough to read (those little terrain pictures are so tiny) looks like you're going for the "K'talan look," - but it is functional. Btw, I have a big 22" monitor. At first, I didn't like the new 'rising sun' terrain template, but once I realized we had to have rice paddies, I changed my mind. (I only saw the old terrain template / version once right before 2.0 came out though, so correct me if you changed that - the terrain sure looked different to me after I downloaded the 2.0 version). I did not locate any specific instructions for banzai charges in the readme files - am i to assume the Chinese and North Koreans can make these kinds of attacks? Also, *how* do i make these kinds of attacks? Overall: fun mod, challenging tactically, nice sound effects and new skins for new units. Very violent scenarios though - each side can nearly decimate one another if you go the frontal assault route in most scenarios I've played. IMO, this mod has every potential of being just as fun as the rest of the JTCS. P.S. You have to think outside the box many times to win a scenario - which is sometimes a non-violent route. One night time scenario I played (not a boot camp one) leaned heavily allied - firing at point blank range on NK units was pure brutality (I was playing NK - I lost). So there might me some balance issues with a few scenarios (could also be I misunderstood my objectives or maybe I need some serious practice). RE: A few thoughts on the korean War mod - Warhorse - 01-22-2013 Hey John, Sorry I just saw your review!! I'm not sure whether the infobox was supposed to even be in this!! I think I had just put the infobox in mine to see what it looked like, and forgot it when I "boxed it up"!! You can replace that with the previous version! The Chinese and NKPA need to be used in a totally new way, they can't stand toe-toe with Allied units. The Chinese, in general were a guerilla army at first, and specialised in infiltration, finding a weak spot, then overwhelming it, pushing forward. Then, when that is accomplished, push forward and get into the enemy rear appearing to be nowhere and everywhere at once, causing confusion. The Human Wave assault is a mixed deal now, some think it shouldn't be in the game, but to each his own?! You use the 'B' key on an eligible leader, and if they pass a morale check will be able to allow the feature. The Korean War, while using WW2 weapons for the most part, was definitely not a part of WW2, the Communists had overwhelming manpower, especially the Chinese, and the scenario's will portray that! RE: A few thoughts on the korean War mod - John Given - 01-26-2013 Hey warhorse, just wanted to mention real quick that when I use the "battle generator" that a. It won't let me set the year later than 1945. b. When I start the battle (tried 1945 as the year), I got a "no units on file" message, then the program locked up. Had to ctrl+alt+delete to get out. Also, on at least two campaigns, no matter what size formation you try to play as, you get a message saying "there is no such formation of this size or type, please choose another" or something to that effect. Sorry if this was already brought up by someone else. Looks like there are some formations / oob's that needed to added to the campaign game files / battle-generator would be my guess. RE: A few thoughts on the korean War mod - Warhorse - 01-26-2013 Hi John, Yeah, the campaigns were another oops on my part, I had been experimenting with trying to get them to work, to no avail. I should delete the Chardesc file, the battle gen won't work either, something to do with the dates is my guess, even though RS goes to 1953, it isn't letting us do anything with it? I will have to look into it more some time, just haven't had much of that available lately!! Thanks for the heads-up, appreciate it! RE: A few thoughts on the korean War mod - John Given - 06-08-2013 Hey Warhose - i wanted to mention real fast; The South Korean units have a green base with a *tiny* white flag with a *really* tiny Yin-Yang symbol in the center. So unless that unit is an officer, (foot) you cannot even begin to see the SK base flag. I have an idea - how about making the entire South Korean base 'flag' a Yin-Yang symbol? It would go perfectly with the round NK red star, which is bordered by a red circle, and would make the SK forces much easier to identify by looking at the base. Thanks in advance for the reply. RE: A few thoughts on the korean War mod - Warhorse - 06-09-2013 (06-08-2013, 02:22 PM)John Given Wrote: Hey Warhose - i wanted to mention real fast; Done!! Thanks for the heads-up, will make a patch for this and some other goodies soon!! [attachment=3868] RE: A few thoughts on the korean War mod - Crossroads - 06-09-2013 Nice! RE: A few thoughts on the korean War mod - John Given - 06-09-2013 Awesome Mike! What about making the edges of the base white in color (instead of green), to match the SK flag and make the unit stand out more? Just another idea. Thanks for looking into all of this! RE: A few thoughts on the korean War mod - Warhorse - 06-09-2013 (06-09-2013, 06:43 AM)John Given Wrote: Awesome Mike! What about making the edges of the base white in color (instead of green), to match the SK flag and make the unit stand out more? Ok, I shoulda thought of that to begin with, good idea!! How's this? [attachment=3869] RE: A few thoughts on the korean War mod - John Given - 06-09-2013 (06-09-2013, 08:18 AM)Warhorse Wrote:(06-09-2013, 06:43 AM)John Given Wrote: Awesome Mike! What about making the edges of the base white in color (instead of green), to match the SK flag and make the unit stand out more? As they say at Mcdonald's, I'm lovin' it! Anyone else want to chime in on this? I love the new look, but I'm interested in other opinions too. |