'Weapons of World War II'
Alexander Ludeke
Parragon Books Ltd
It might be out of print now, I got it nearly a decade ago.
Thank you, yeah it looked to be super cheap used <5$cad shipped. o.O
Thread: Royal Artillery Regiment3 Mar 2017, 09:32 AM
Thank you, yeah it looked to be super cheap used <5$cad shipped. o.O In: COH2 Gameplay |
Thread: Dawn Of War III Beta sign up3 Mar 2017, 08:55 AM
booo, hissss In: Other Games |
Thread: Steel Division: Normandy 44 (RTS ww2 published by Paradox)2 Mar 2017, 22:08 PM
Yeah, but play it a bit more. Examine how infantry moves, and more particularly how it engages as an odd trapezoid/rhombus entity throwing tracers at an enemy unit. This is particularly evident in how garrisons work. Units arbitrarily occupying something that is classified as heavy cover and that's it. It's not necessarily a fault of the game, when the scale is larger than a company, there's nothing really that can be done about it. That's what I mean when I say it will likely lack nuance, and won't be for me. In: Other Games |
Thread: Steel Division: Normandy 44 (RTS ww2 published by Paradox)2 Mar 2017, 20:12 PM
British Commando units will have no combat effectiveness outside of forests and town sectors. British infantry sections are not arbitrarily better, but will likely be worse according to history. I'd like to know why you hold the Commonwealth in such poor esteem. By all accounts they have a pretty illustrious campaign record post the recapture of Tobruk and Operation Torch. -- on topic -- I personally don't like this scale of combat done in 3D engines. Operating at the divisional level means that without player influence, it usually means a drastic oversimplification of unit formations, LOS mechanics, movement and terrain. I can be pretty certain this isn't for me, but I'm hopeful that people who enjoy that niche will find pleasure in it. In: Other Games |
Thread: Non-Rifle DPS army comp2 Mar 2017, 19:42 PM
Riflemen compete really well even without squad weapons. Overlapping the M15 and Stuart is a bit risky, + one teller mine ruins your day. It's tough to say where problems would arise. I would imagine you wouldn't enjoy the classics: Tiger stall, double LeiG, mobile defense puma, double luchs could be really bad if your opponent knew somehow you weren't going for a major/dealt with your Stuart quickly and really hammered your cut off or something. JLI + Ostwind supported by a JPiV doesn't sound like much fun either. Or an OKW player who goes all in with Defensive operations gets loads of Bunkers/MG34's on a map like crossing in the woods. The addition of the Mortar will really help, but the question then becomes, can you hold on until the Caliope/Priest and then will they do enough damage so that a KT/Tiger/PiV doesn't spoil all your late game toil. Generally I find that if I'm going to go without the Major I'm supplementing my army with M10's and Dozers, and that's usually not by choice. |
Thread: USF ambulance teamkiller explanation2 Mar 2017, 19:00 PM
Maaaaan, and here I was thinking it was doing this: Why'd you gotta go and spoil it Esxile. In: Lobby |
Thread: Why do you like Coh2? 2 Mar 2017, 18:51 PM
Platoon level squad based combat that is rooted in "realism" ie. the use of fire and maneuver, cover whilst also conveying passionate dramatics and fast paced arcade elements without getting bogged down in other tedious elements of warfare I find tedious like logistics, command structure, reconnaissance, etc. In: Scrap Yard |
Thread: What if the OKW and Wehrmacht tech systems were switched?2 Mar 2017, 18:46 PM
I would also add historically once Manstein's and Armee group center's attack on Moscow had dissipated by early December 1941, the bulk of the German 9th Army withdrew to prepared defensive positions such as the Konigsberg line, and essentially stayed there/fell back for the rest of the war. Defense was the order of the day, with the exception of the failures that were Operation Blau and Citadel(Caucauses/Stalingrad + Kursk) Hitler was determined after Moscow not to cede an inch of Soviet territory (evidenced in ordering the 6th Armee to fight to the death rather than withdraw at Stalingrad for instance) Whereas operations on the Western Front very much mirrored that which occurred in Sicily and around the Alps, "defense" was often carried out by localized or ad hoc Kampfgruppes which would attempt to counter attack quickly and immediately after losing a hardpoint such as a village, hill or crossroads, weary of the Allies entrenching themselves/forming bridgeheads inland. In: COH2 Gameplay |
Thread: A question regarding 4 team OKW opening.2 Mar 2017, 18:04 PM
Yeah, unfortunately that is the case. Frankly, I believe that an emphasis on 1on1 has led us to where we are now in terms of popularity, and lethality. In that respect it makes more sense to balance for the absurd and then have the changes trickle down to smaller modes. Regardless, It's clear that most people would rather play team games; but, that's a discussion for another thread. In response to you trying to sneak in the idea of an MG34 at every opportunity in the discussion I'm of the notion that you have enough fire power to have a reasonable opening without a suppression platform. Is it one dimensional, probably, is that necessarily a bad thing/is an OKW player significantly worse off without it? Debatable, I tend to side with the discourse primarily 'cos I can remember the Kubelwagon with suppression + Sturm charges; the effect would be the same only slightly later in arriving. ps. forget the Luchs, double leigs will contend with anything the allies can throw at you, plop down the Schwerer and they're going to be hardpressed not to spend precious resources on indirect fire; that is, if they can catch up in the first place. In: OKW Strategies |
Thread: A question regarding 4 team OKW opening.2 Mar 2017, 16:52 PM
The most important part in a 4v4 is understanding the map. Games are often won or lost in the first five minutes if you can control the chokepoints/fuel. 4on4's are a little different in that with the volume of units on the field and the sheer destruction that's around every corner tech instead of the linear progression of Inf > Light Veh > Med Armor > Hvy Armor usually goes Inf > Lock down fuel > Hvy Armor slug fest. I would suggest playing 2v2's against each other to get a feel for the game if possible. Then transition back into 4v4's and try to split into teams of 2, each trying to rush/hold a fuel point, or in some scenarios "Lienne Forrest" for instance, split 3 of you into the city, and one to sweep the forest. Lorch, same sort of situation, you may want to forgo the castle area all together and focus on the city, just try and harass the other VP's when possible. I personally in solo queue veto Montargis Steppes (controversial, I find no one understands 2 islands, 2 center fuel) Vielsam and sometimes Hamburg Each other 4on4 map is pretty straight forward. Rush your first squads to cover/garrisons near fuel points, entrench hold on for dear life, and bring up the best medium tank you can as quickly as you can.
and yeah... the map design means that 4on4's don't allow you the width to employ actual squad tactics and play like a 1on1, it's just sort of throwing units at each other. Another reason why taking and holding the chokepoints from the start means that you can control the match. In: OKW Strategies |
1 |