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Advanced Tactics - initial impressions

 
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eddysterckx

External


Since: May 13, 2005
Posts: 1292



(Msg. 1) Posted: Tue Feb 05, 2008 6:43 am
Post subject: Advanced Tactics - initial impressions
Archived from groups: comp>sys>ibm>pc>games>war-historical (more info?)

Hi,

Yeah, I know I'm a bit late to this particular party but here goes
anyway.

Manual : could do with some native English speaker editing but I'm
probably the only one who has read it anyway as it's really not needed
to play the game. It does add to the "wow" factor of this game if you
read about what's all in there.

Tutorial : I had to smile when my infantry kicked the enemy unit out
of the village the first time around. Especially since the tutorial
manual said I'd suffer a retreat and continues from there - you can
never really tell with random combat I suppose, but what were the
odds Smile

First game up : North Africa - my Italians have got the British 2nd
Armoured and some other units surrounded, but I'm not sure who's
receiving the worst pummeling. They're out of supply now so let's see
what gives in my next turn. I moved my panzers from north to south and
sneaked through there - didn't they read any history books ? Smile - I
managed to kill 8th Army HQ. Ha ! But I'm reigning my panzers in for
now as my supply line to them is threatened.

As far as I can tell the only way to watch what your opponent did in a
turn is to click the "history" button and have a look. Why couldn't
this simply be done in the normal window during the AI's turn ?

Getting troops from the various HQ units to the front-line "container"
units could also do with some UI streamlining. A unit can only receive
reinforcement from it's own HQ, so it's pretty easy to come-up with a
scheme which doesn't require so many clicks. Speaking of UI : it would
be nice if the "supply layer" button would work depending on which
unit is selected. Now, if you want to have a look at the supply layer
of the enemy you have to first select an enemy unit, then click the
supply layer button twice to re-calculate it. And another thing : it
would be nice to have the unit designation on the unit itself, and not
only in the overview screen below it, but I don't know if that's
typical for this scenario or not. Might also have something to do with
the "unit container" approach.

I was impressed by the briefing at the start of the scenario : it
flatly stated that if I was going to play the AI, and not a human, it
would get a bonus as that's the only way to give me a good game. Too
many games seem to prefer a Virgin Mary approach to not giving the AI
any bonusses, but then totally fail to give the gamer a good game
which is the object of a game any way you look at it.

Given how flexible it all looks I was a bit surprised by the number of
scenarios included. I didn't exactly expect 200+ but 30 odd seems a
bit low, especially if many of them are human vs human only. After I
finish kicking the British out of Afrika I'm going to have a look at
what the community has produced so far in additional scenarios.

Overall impression : pretty good generic WWII wargame engine, with
some weird UI choices. Now, generic may sound like a byword for bland,
but in this case it isn't and I can really see why you guys voted it
to the number 2 spot in the WOTY election.

Ok, game on. Gotta take Cairo and have a swim in the Canal Smile

Greetz,

Eddy Sterckx

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eddysterckx

External


Since: May 13, 2005
Posts: 1292



(Msg. 2) Posted: Tue Feb 05, 2008 7:20 am
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 5 feb, 16:05, Baska <kreuger... RemoveThis @hetnet.nl> wrote:
>
> Just looking in the Matrix forum on this and here's a brand new scenario
> for you: >http://www.matrixgames.com/forums/tm.asp?m=1701199
>
> On the supporting website >http://www.advancedtactics.org/index.php
>
> there are a number of new scenario's + the random battle generator is
> great for having a game in any size you like.

Thanks - more specifically the page I was looking for was :

http://www.advancedtactics.org/scenariobank.php

It goes by the principle that user-created scenarios can be
"officially" approved by the game's author - so you don't need to
guess which ones only sound good on paper like it's the case with many
TOAW user-created scenarios. What I don't get is why the hell do I
need to register here ? What are they afraid off : people actually
downloading the scenarios and playing them ? <sigh> Ok, spotted an
invasion of Crete scenario there, gotta play that one, so I will
register myself somewhere for the umpteenth time <re-sigh>

Greetz,

Eddy Sterckx

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eddysterckx

External


Since: May 13, 2005
Posts: 1292



(Msg. 3) Posted: Tue Feb 05, 2008 8:42 am
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 5 feb, 17:23, "Bloodstar" <george.washing....RemoveThis@microsoft.com> wrote:

> Did you figure out supply?

having it = good, not having it = bad ?

> What I didn't get back then and I didn't played game very long time is that
> you maybe need to calculate by yourself how many supply some formations
> demandsm and thus you make supply.

Yeah, got that from the tutorial, but my current game (North Africa)
has supply not being produced, but auto-shipped to the HQ units so I
really can't tell.

> Maybe I am wrong but TOAW had very simple supply model.
> Need more explanation.

There's a lot more tutorials available at the Matrix forum for this
game, maybe all the info is in there ?
I'm still learning the game so maybe it's not even an issue when you
get a bit of a feel for the game.

Greetz,

Eddy Sterckx
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Baska

External


Since: Oct 29, 2007
Posts: 7



(Msg. 4) Posted: Tue Feb 05, 2008 4:05 pm
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

eddysterckx RemoveThis @hotmail.com schreef:
> Hi,
>
> Yeah, I know I'm a bit late to this particular party but here goes
> anyway.
>
> Manual : could do with some native English speaker editing but I'm
> probably the only one who has read it anyway as it's really not needed
> to play the game. It does add to the "wow" factor of this game if you
> read about what's all in there.
>
> Tutorial : I had to smile when my infantry kicked the enemy unit out
> of the village the first time around. Especially since the tutorial
> manual said I'd suffer a retreat and continues from there - you can
> never really tell with random combat I suppose, but what were the
> odds Smile
>
> First game up : North Africa - my Italians have got the British 2nd
> Armoured and some other units surrounded, but I'm not sure who's
> receiving the worst pummeling. They're out of supply now so let's see
> what gives in my next turn. I moved my panzers from north to south and
> sneaked through there - didn't they read any history books ? Smile - I
> managed to kill 8th Army HQ. Ha ! But I'm reigning my panzers in for
> now as my supply line to them is threatened.
>
> As far as I can tell the only way to watch what your opponent did in a
> turn is to click the "history" button and have a look. Why couldn't
> this simply be done in the normal window during the AI's turn ?
>
> Getting troops from the various HQ units to the front-line "container"
> units could also do with some UI streamlining. A unit can only receive
> reinforcement from it's own HQ, so it's pretty easy to come-up with a
> scheme which doesn't require so many clicks. Speaking of UI : it would
> be nice if the "supply layer" button would work depending on which
> unit is selected. Now, if you want to have a look at the supply layer
> of the enemy you have to first select an enemy unit, then click the
> supply layer button twice to re-calculate it. And another thing : it
> would be nice to have the unit designation on the unit itself, and not
> only in the overview screen below it, but I don't know if that's
> typical for this scenario or not. Might also have something to do with
> the "unit container" approach.
>
> I was impressed by the briefing at the start of the scenario : it
> flatly stated that if I was going to play the AI, and not a human, it
> would get a bonus as that's the only way to give me a good game. Too
> many games seem to prefer a Virgin Mary approach to not giving the AI
> any bonusses, but then totally fail to give the gamer a good game
> which is the object of a game any way you look at it.
>
> Given how flexible it all looks I was a bit surprised by the number of
> scenarios included. I didn't exactly expect 200+ but 30 odd seems a
> bit low, especially if many of them are human vs human only. After I
> finish kicking the British out of Afrika I'm going to have a look at
> what the community has produced so far in additional scenarios.
>
> Overall impression : pretty good generic WWII wargame engine, with
> some weird UI choices. Now, generic may sound like a byword for bland,
> but in this case it isn't and I can really see why you guys voted it
> to the number 2 spot in the WOTY election.
>
> Ok, game on. Gotta take Cairo and have a swim in the Canal Smile
>
> Greetz,
>
> Eddy Sterckx

Just looking in the Matrix forum on this and here's a brand new scenario
for you: > http://www.matrixgames.com/forums/tm.asp?m=1701199

On the supporting website > http://www.advancedtactics.org/index.php

there are a number of new scenario's + the random battle generator is
great for having a game in any size you like.

Bas
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Bloodstar

External


Since: Feb 13, 2005
Posts: 406



(Msg. 5) Posted: Tue Feb 05, 2008 5:23 pm
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> Hi,
>
> Yeah, I know I'm a bit late to this particular party but here goes
> anyway.
>
> Manual : could do with some native English speaker editing but I'm
> probably the only one who has read it anyway as it's really not needed
> to play the game. It does add to the "wow" factor of this game if you
> read about what's all in there.
>
> Tutorial : I had to smile when my infantry kicked the enemy unit out
> of the village the first time around. Especially since the tutorial
> manual said I'd suffer a retreat and continues from there - you can
> never really tell with random combat I suppose, but what were the
> odds Smile
>
> First game up : North Africa - my Italians have got the British 2nd
> Armoured and some other units surrounded, but I'm not sure who's
> receiving the worst pummeling. They're out of supply now so let's see
> what gives in my next turn. I moved my panzers from north to south and
> sneaked through there - didn't they read any history books ? Smile - I
> managed to kill 8th Army HQ. Ha ! But I'm reigning my panzers in for
> now as my supply line to them is threatened.
>
> As far as I can tell the only way to watch what your opponent did in a
> turn is to click the "history" button and have a look. Why couldn't
> this simply be done in the normal window during the AI's turn ?
>
> Getting troops from the various HQ units to the front-line "container"
> units could also do with some UI streamlining. A unit can only receive
> reinforcement from it's own HQ, so it's pretty easy to come-up with a
> scheme which doesn't require so many clicks. Speaking of UI : it would
> be nice if the "supply layer" button would work depending on which
> unit is selected. Now, if you want to have a look at the supply layer
> of the enemy you have to first select an enemy unit, then click the
> supply layer button twice to re-calculate it. And another thing : it
> would be nice to have the unit designation on the unit itself, and not
> only in the overview screen below it, but I don't know if that's
> typical for this scenario or not. Might also have something to do with
> the "unit container" approach.
>
> I was impressed by the briefing at the start of the scenario : it
> flatly stated that if I was going to play the AI, and not a human, it
> would get a bonus as that's the only way to give me a good game. Too
> many games seem to prefer a Virgin Mary approach to not giving the AI
> any bonusses, but then totally fail to give the gamer a good game
> which is the object of a game any way you look at it.
>
> Given how flexible it all looks I was a bit surprised by the number of
> scenarios included. I didn't exactly expect 200+ but 30 odd seems a
> bit low, especially if many of them are human vs human only. After I
> finish kicking the British out of Afrika I'm going to have a look at
> what the community has produced so far in additional scenarios.
>
> Overall impression : pretty good generic WWII wargame engine, with
> some weird UI choices. Now, generic may sound like a byword for bland,
> but in this case it isn't and I can really see why you guys voted it
> to the number 2 spot in the WOTY election.
>
> Ok, game on. Gotta take Cairo and have a swim in the Canal Smile

Game is really good...and I also give a vote for it.

What is lacking, manual is not very good and needs to be written with
understanding and with good explanation. Some things are not very good
explained.

Did you figure out supply?
What I didn't get back then and I didn't played game very long time is that
you maybe need to calculate by yourself how many supply some formations
demandsm and thus you make supply.

Maybe I am wrong but TOAW had very simple supply model.
Need more explanation.


Mario
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Bloodstar

External


Since: Feb 13, 2005
Posts: 406



(Msg. 6) Posted: Tue Feb 05, 2008 7:49 pm
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>> Maybe I am wrong but TOAW had very simple supply model.
>> Need more explanation.
>
> There's a lot more tutorials available at the Matrix forum for this
> game, maybe all the info is in there ?
> I'm still learning the game so maybe it's not even an issue when you
> get a bit of a feel for the game.

Will check it out. If I can jump from TOAW menthality hehe.


Mario
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serg271

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Since: Dec 14, 2007
Posts: 4



(Msg. 7) Posted: Sun Feb 10, 2008 12:01 am
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 5, 6:23 pm, "Bloodstar" <george.washing... RemoveThis @microsoft.com>
wrote:
> > Hi,
>
> > Yeah, I know I'm a bit late to this particular party but here goes
> > anyway.
>
> > Manual : could do with some native English speaker editing but I'm
> > probably the only one who has read it anyway as it's really not needed
> > to play the game. It does add to the "wow" factor of this game if you
> > read about what's all in there.
>
> > Tutorial : I had to smile when my infantry kicked the enemy unit out
> > of the village the first time around. Especially since the tutorial
> > manual said I'd suffer a retreat and continues from there - you can
> > never really tell with random combat I suppose, but what were the
> > odds Smile
>
> > First game up : North Africa - my Italians have got the British 2nd
> > Armoured and some other units surrounded, but I'm not sure who's
> > receiving the worst pummeling. They're out of supply now so let's see
> > what gives in my next turn. I moved my panzers from north to south and
> > sneaked through there - didn't they read any history books ? Smile - I
> > managed to kill 8th Army HQ. Ha ! But I'm reigning my panzers in for
> > now as my supply line to them is threatened.
>
> > As far as I can tell the only way to watch what your opponent did in a
> > turn is to click the "history" button and have a look. Why couldn't
> > this simply be done in the normal window during the AI's turn ?
>
> > Getting troops from the various HQ units to the front-line "container"
> > units could also do with some UI streamlining. A unit can only receive
> > reinforcement from it's own HQ, so it's pretty easy to come-up with a
> > scheme which doesn't require so many clicks. Speaking of UI : it would
> > be nice if the "supply layer" button would work depending on which
> > unit is selected. Now, if you want to have a look at the supply layer
> > of the enemy you have to first select an enemy unit, then click the
> > supply layer button twice to re-calculate it. And another thing : it
> > would be nice to have the unit designation on the unit itself, and not
> > only in the overview screen below it, but I don't know if that's
> > typical for this scenario or not. Might also have something to do with
> > the "unit container" approach.
>
> > I was impressed by the briefing at the start of the scenario : it
> > flatly stated that if I was going to play the AI, and not a human, it
> > would get a bonus as that's the only way to give me a good game. Too
> > many games seem to prefer a Virgin Mary approach to not giving the AI
> > any bonusses, but then totally fail to give the gamer a good game
> > which is the object of a game any way you look at it.
>
> > Given how flexible it all looks I was a bit surprised by the number of
> > scenarios included. I didn't exactly expect 200+ but 30 odd seems a
> > bit low, especially if many of them are human vs human only. After I
> > finish kicking the British out of Afrika I'm going to have a look at
> > what the community has produced so far in additional scenarios.
>
> > Overall impression : pretty good generic WWII wargame engine, with
> > some weird UI choices. Now, generic may sound like a byword for bland,
> > but in this case it isn't and I can really see why you guys voted it
> > to the number 2 spot in the WOTY election.
>
> > Ok, game on. Gotta take Cairo and have a swim in the Canal Smile
>
> Game is really good...and I also give a vote for it.
>
> What is lacking, manual is not very good and needs to be written with
> understanding and with good explanation. Some things are not very good
> explained.
>
> Did you figure out supply?
> What I didn't get back then and I didn't played game very long time is that
> you maybe need to calculate by yourself how many supply some formations
> demandsm and thus you make supply.

There is a statistic window which show how much supply produced and
consumed current turn. For all regime and for each HQ. You don't have
to calculate it yourself.

Some fine points which I hadn't caught at the beginning
- Damaged locations are autorepair.
- You can transfer troops from any HQ to any HQ if source HQ have
enough landcap points
- you can transfer from formation to formation if they are in the same
hex
- Then you want to make mobile formation ("mobilize") you can see it's
weight vs transport ability during the transfer of units from HQ
- stacking points per hex are shown in the hex information. staking
points per formation shown in formation table
- You have to make subordinate HQ, fill it with staff and move it near
the front line to make staff influence stronger.
- engineering points of formations in the same hex don't stack.
Better have a big engineer formation. Formation with engineer
accumulate engineering points with time. Success of engineering
action is randomized, more engineering points the better.
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Therron Thomas

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Since: May 19, 2007
Posts: 3



(Msg. 8) Posted: Sun Feb 10, 2008 9:48 am
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>> > As far as I can tell the only way to watch what your opponent did in a
>> > turn is to click the "history" button and have a look. Why couldn't
>> > this simply be done in the normal window during the AI's turn ?
>>


Can someone explain thier thoughts on this?

Why does everyone seem to bring up the fact that you can't see what your
opponent does in this game?

I don't own the game yet and understand its a great generic engine as well
as being a WWII game.

In WWII the world leaders had no spy satelites or super internet or for that
matter many very good recon
elements. So this begs me to question, how is the game different from real
life in that it simulates the inability to see what the
enemy is doing unless you are on the battlefield where it takes place?

Perhaps a better question would be: Does the game allow you to spend
resources to employ recon, spys, etc...?

Would it be mroe historically accurate to show what the enemy done in a text
file (newspapers) a couple of days after it happens?

Perhaps I just need to buy the game and see how big of an issue this blind
movement systems is but on the surface it
sounds as though I would enjoy it.
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Bloodstar

External


Since: Feb 13, 2005
Posts: 406



(Msg. 9) Posted: Sun Feb 10, 2008 11:20 am
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> There is a statistic window which show how much supply produced and
> consumed current turn. For all regime and for each HQ. You don't have
> to calculate it yourself.
>
> Some fine points which I hadn't caught at the beginning
> - Damaged locations are autorepair.
> - You can transfer troops from any HQ to any HQ if source HQ have
> enough landcap points
> - you can transfer from formation to formation if they are in the same
> hex
> - Then you want to make mobile formation ("mobilize") you can see it's
> weight vs transport ability during the transfer of units from HQ
> - stacking points per hex are shown in the hex information. staking
> points per formation shown in formation table
> - You have to make subordinate HQ, fill it with staff and move it near
> the front line to make staff influence stronger.
> - engineering points of formations in the same hex don't stack.
> Better have a big engineer formation. Formation with engineer
> accumulate engineering points with time. Success of engineering
> action is randomized, more engineering points the better.

Thanks for the tips.... In the avalanche of flame I hadn't noticed this. Smile


Mario
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Bloodstar

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Since: Feb 13, 2005
Posts: 406



(Msg. 10) Posted: Sun Feb 10, 2008 4:58 pm
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> Can someone explain thier thoughts on this?
>
> Why does everyone seem to bring up the fact that you can't see what your
> opponent does in this game?
>
> I don't own the game yet and understand its a great generic engine as well
> as being a WWII game.
>
> In WWII the world leaders had no spy satelites or super internet or for
> that matter many very good recon
> elements. So this begs me to question, how is the game different from real
> life in that it simulates the inability to see what the
> enemy is doing unless you are on the battlefield where it takes place?
>
> Perhaps a better question would be: Does the game allow you to spend
> resources to employ recon, spys, etc...?
>
> Would it be mroe historically accurate to show what the enemy done in a
> text file (newspapers) a couple of days after it happens?
>
> Perhaps I just need to buy the game and see how big of an issue this blind
> movement systems is but on the surface it
> sounds as though I would enjoy it.

Well, my thoughts...

People ussually compare it with TOAW who had that movie played when you
opened the turn.

Now, problem with TOAW approach is because in scenario editor, designers
could assign values for recon intelligence (so based on spies, air recon
etc...).... Now this was not so elegant solution especially for latest
monster scenario because if you had assigned big numbers for recon like 70%
in FiTE you could see Soviets unit's movement and placement A LOT behind
enemy lines and that didn't happened in real life.

Soviet maskirovka was essentially even improved during WW2 and deployment of
troops for Stalingrad encirclement was made mostly during the night.

In times of Barbarossa according to some books Germans were aware of Soviet
1st Echelon deployment but were unaware of position of divisions of 2nd
echelon (and 3rd etc...).

So % based recon is also not very good choice and make sense only in
scenarios that are smaller and where air assets can reach across the map so
we may assume that recon plane spotted some movement etc...

Now complete FOW is debatable and I didn't played Advanced Tactics much to
know is there complete FOW or partial.


Mario
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eddysterckx

External


Since: May 13, 2005
Posts: 1292



(Msg. 11) Posted: Sun Feb 10, 2008 11:36 pm
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 10 feb, 15:48, "Therron Thomas"
<spamtwtho....TakeThisOut@spambluemarble.spamnet> wrote:
>
> Can someone explain thier thoughts on this?
>
> Why does everyone seem to bring up the fact that you can't see what your
> opponent does in this game?

I think there's a misunderstaning somewhere. It's not about having
perfect info on each and every enemy unit on the board, but that you
can't see immediatly what your (AI) opponent does in his turn while
he's doing it. It's a fluidity thing. Also, when one of your units
gets attacked you'd expect / want to "see" the attack as it takes
place.

Instead what you're presented with each turn is a "new starting
position" - It's like watching a movie where every 30 seconds there's
5 seconds which got cut-out. And you're given a button to watch those
5 seconds. It feels weird.

Greetz,

Eddy Sterckx
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ERutins

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Since: Nov 08, 2007
Posts: 83



(Msg. 12) Posted: Mon Feb 11, 2008 12:33 pm
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> Instead what you're presented with each turn is a "new starting
> position" - It's like watching a movie where every 30 seconds there's
> 5 seconds which got cut-out. And you're given a button to watch those
> 5 seconds. It feels weird.

That's what the history playback is for and there's an option to have
that play automatically once calculations are complete if you've
installed the update.
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eddysterckx

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Since: May 13, 2005
Posts: 1292



(Msg. 13) Posted: Tue Feb 12, 2008 11:16 pm
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
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On 13 feb, 05:13, "Therron Thomas"
<spamtwtho....RemoveThis@spambluemarble.spamnet> wrote:
> Wow!
>
> So I take it you are saying you just start a turn with dead units and no way
> to tell what killed them?

No, you just have to hit the "replay" button to see what happened.
Apparantly this button is hit automatically when an option is set
which is available in the latest patch (still have to try that one
though).

> That is assed up!

Not anymore Smile

> Glad I pondered getting AT a while longer.

Well, I am rather pleased with the game, it's just that when I comment
about something I tend to pick out the topics and stuff which don't
work as they should, forgetting to mention the things that work ok.

That's basically why I'm a lousy reviewer : I tend to focus on what
doesn't work.

Here's a couple of real reviews which will give you a better
impression of the game :

Review : http://wroteontheground.blogspot.com/2007/10/advanced-tactics-world-war-ii.html

Review : http://jaguarusf.blogspot.com/2007/11/advanced-tactics-world-war-ii-review.html

Review : http://www.armchairgeneral.com/articles.php?p=3686&page=1&cat=17

Greetz,

Eddy Sterckx
 >> Stay informed about: Advanced Tactics - initial impressions 
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Dennisb55

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Since: Jan 31, 2008
Posts: 3



(Msg. 14) Posted: Wed Feb 13, 2008 6:42 am
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
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I'm wishing they would have shipped a Reference Manual with the game.
The included manual needs more information to get you into the game
and help you figure stuff out. The 'several' additional tutorials as
talked about on the forums consists of 4 test battles which are very
basic.

You need to plan to spend time on this game just to figure out what
could have been explained in a manual. I've given up playing the game
and am now doing battles just to learn. The game really has some good
stuff in it.

Supply really needs more explanation. I was moving my units too far
and they would wither and be useless once the enemy showed up. You
really have to keep producing supply all the time, the stockpiles can
go down quickly.
From the supply map, as well as the overall supply radius, you can
select a hex and press the supply route button to see how supply is
routed to that hex. It would be nice if you could click on a
different HQ while the supply map was up without going back to the
normal map. Air supply does work if you are out of the 'net', but the
range of the transport aircraft is rather short. You really have to
set up supply nets and keep an eye on the level of supply that reaches
your units. The distance a unit can travel from it's suppy source is
limited.

Organization is another aspect I'm going to investigate. I've been
sending all my production to my Supreme HQ and then transferring it
out to other units. But the HQ only has 8 slots, so I think that's
why some things don't show up. I started assigning some cities to
other HQs and that seems to be the way to do it. Another question is
how many production slots to use for a city. You can see how much it
will produce in a turn next to the formation picture and the number
left to produce. I don't know what the amount left to produce means.
Is there a maximum number of tanks or SMGs a location can produce?
Distance from the location to the HQ also affect the amount of
production that gets to the HQ.

All in all a good game, needs more mouse-overs, explanations and
general polishing, I've been extremely spoiled by playing Civ4. Too
bad there isn't a ATfanatics forum to learn from.
 >> Stay informed about: Advanced Tactics - initial impressions 
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ERutins

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Since: Nov 08, 2007
Posts: 83



(Msg. 15) Posted: Wed Feb 13, 2008 9:35 am
Post subject: Re: Advanced Tactics - initial impressions [Login to view extended thread Info.]
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>>So I take it you are saying you just start a turn with dead units and no way to tell what killed them?

No, this is exactly why I replied because I was afraid people just
skimming would get that impression. There's a full replay and one of
the updates allows you to have it play automatically when the turn
calculation is done. Previously, you just had to click a button to
watch the replay.

I would also encourage everyone playing AT to also take a THOROUGH
look through all the Statistics screens, lots of good info in there.

Regards,

- Erik
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