MrRoadrunner Wrote:I love the graphics. I like the hidden AT guns and squads. I like that version 1.04 is supported.
I think the new extreme assault rules are too extreme and the old assault formula too easy. Kinda slams both but, really is my opinion.
I was dissappointed with the scenarios that were included (for various reasons). Some have maps full of glitches while others do not seem balanced under version 1.04. More scenarios designed for 1.04 would help?
I think the old version was more fun. I do not find the new version's extreme assault rules more "real" or fun. A new assault formula is needed?
RR
Like RR, like the new graphics. I like the hidden A-T unit concept, but from observation, it seems to me that they remain hidden far more than 50%. The "hidden firing unit" concept should be extended to more units, if not all. But the percentage of units remaining hidden after firing should be dropped to around 25%-35%.
So far, thru two games completed and several more underway with extreme assault rules, plus experimentation with the AI, I don't see a reason to monkey with 1.04's assault rules. Personally, I haven't encountered any assault results that I would consider unreasonable. I have had some clear successes (smoked Russki bunker in village with 6 disrupted units falls to assault by 12-SPs of engineers), and some failures (a fatigued 4-SP Russian rifle platoon's assault against a disrupted 3-SP sdkfz 222 platoon in clear terrain, followed shortly by a 3-SP fatigued Russian rifle platoon - both assaults failed). What is clear under extreme assault rules is that disrupted units are not automatically going to give way under assault. This is a great achievement, and a significant improvement in realism over the way things were done. This change necessitates that the attacking player put much more care, thought and planning into his assaults. It is now even more important than before to wear down the defending unit with direct fire and artillery prior to the commitment of the assaulting units.
Not a huge fan of the switch to 5% chance of armor disablement by indirect fire. Would prefer to go back to 2.5%.
Won't play with variable visibility; don't consider it to be realistic. Really happy to have this as an option only.
Agree with the need for more H2H scenarios designed for 1.04.