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WarGames General /wgg/
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You are currently reading a thread in /vg/ - Video Game Generals

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GSM Edition

>What the fuck is this?
A general for all the realistic wargames out there that don't generate enough traffic to sustain their own generals.

>Old thread
>>127141457

>Attention grabbing search terms go here:
/wgg/, /fsg/, /mowg/, /mowassg/, /rtsg/, /ctag/, /dcsg/

>Example welcome games:
Wargame: Red Dragon
Combat Mission
Call to Arms
Flashpoint Campaigns: Red Storm
Graviteam Tactics
DCS: World
Theatre of War
Men of War
Falcon BMS
Command: Modern Air Naval Operations
Armored Brigade
Close Combat
Steel Beasts
Steel Panthers MBT

>Graviteam DLC:
http://pastebin.com/TwMLZQ6h

>Planefag pastebin:
http://pastebin.com/Zb0U61in

>Interesting history links:
Cold War military technology ads:
http://www.vintageadbrowser.com/military-ads-1980s
/wgg/ misc Cold War literature:
http://www.mediafire.com/download/zfm69f0k91pmf0y/wgg-lit-v1.3.rar
The Soviet Army: troops, organization & equipment
http://fas.org/irp/doddir/army/fm100-2-3.pdf
USMC intelligence North Korea handbook:
http://fas.org/nuke/guide/dprk/nkor.pdf

>Steamgroups:
/wgg/ old group
http://steamcommunity.com/groups/VG-Wargamers
/wgg/ new group
http://steamcommunity.com/groups/dedgamededthread
Uralmod official group
http://steamcommunity.com/groups/Uralgraznomod
/wgg/ Men of War / Call to Arms Group
http://steamcommunity.com/groups/ReReaGa
/fsg/ group
http://steamcommunity.com/groups/flightsimgeneral

>Teamspeak server
uralmod.typefrag.com:7495

>Legacy Wargame General pasta and game-info repository:
http://pastebin.com/70Nwcb5m
https://www.dropbox.com/s/lon0cgmjfqwq1oi/WargameRD_Hidden_Knowledge_Spreadsheet.xlsx?dl=0
https://docs.google.com/document/d/1UvBiH3lrCFzLYnRzNzF49yVtaNHYLfi7dgMpNE517RM/
>>
F-15 AND FLANKER CLICKABLE COCKPIT FUCKING WHEN
Su-33 UPDATED FM FUCKING WHEN
DCS WW2 WITH DYNAMIC CAMPAIGN FUCKING WHEN
>>
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Reminder that Arma is not welcome
>>
http://forums.eagle.ru/showthread.php?p=2629248#post2629248
http://forums.eagle.ru/showthread.php?p=2629248#post2629248
http://forums.eagle.ru/showthread.php?p=2629248#post2629248

updated mod collection for 1.5
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> tfw light tanks
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I can't tell what I'm looking at here.
>>
>>127440557
The FBW failed.
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>>127440557
It's a shitty Egyptian gun-cam recording of a Mirage III on fire.

What else would it be?
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>>127440557
It's the last star fighter going into death blossom
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>>127440786
I don't see anything vaguely resembling a Mirage III.
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>>127440875
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>>127441035
>>
>>127441472
I am retarded.
>>
>>127441472
The star really nails the point.
>>
>>127439961
Do planefags want this added to the pastebin?
>>
>>127442104
Some of the mods are already in the paste bin, but you know what ever it's an ok comp, and it has ease of use on it's side.
>>
>>127433772
At least you could've thanked me for the recs, cunt.

>>127442104
I don't see why not.
>>
How the fuck do you fight an F-5 in a MiG-21? The turn rate and climb on that thing is fucking ridiculous.
>>
>>127442805
>AI flight model
your first mistake.
>>
>>127442805
AIs are using the SFM which is completely retarded, you might as well be fighting kerbal rockets
>>
>>127442805
You struggle, as others have said the flight model is silly but your best bet is either working with your wingmen and shooting F-5s not directly engaging you or just using your R-3Rs to blast them head on when you merge before zooming off again.
>>
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http://forums.eagle.ru/showthread.php?t=156172

noice
>>
>>127442104
>>127442292
Added
>>
Is Act of Aggression ded yet?
>>
>>127447489
I don't think it was ever alive to begin with. Trying to sell nostalgia bait while neutering old-school gameplay to make it more casual friendly was the kiss of death right from the get go. Another Grey Goo/Planetary Annihilation.
>>
>>127444182
Nois indeed.
>>
>>127448179
Since when SH5 isn't total shit?
>>
Is there a list of good hexshit games to look through? I'm just getting into it.
>>
REEEEEEEEEEEEEE!
beats BRRRRRRRT any day

so BOS, CLOD, or SH5?
>>
>>127449498
mods. mainly wolves of steel for simplicity and stability.

they removed the tonnage bars that you needed to fill up, introduced grids. I think the newest patch got sh3 interface too
>>
>>127450926
>wolves of steel
Does it improve the realism too? How does it compare to SH3/SH4 mods?

>I think the newest patch got sh3 interface too
Why in the fuck would they do that? GUI mods were the fist thing I looked for after installing GWX. Manually targetting shit with the default GUI is tedious as fuck and that also made me get the AOB and speed wrong more often than not.
>>
why dont planeposters get their own general?
>>
>>127451869
cuz we all die you dumb faggot, how have you still not understood this?

The generals can't survive on their own, they are too autism
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>>127451869
>>127451946
We all just need to get along, and then we all benefit.
>>
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>>127452212
>>
>>127451946
>>127452212

>our game isnt popular enough so we have to latch on to yours

you guys are almost as bad as armafags
>>
>>127452669
What part of Both didn't you understand?
And some of the planeposters are hexfags too.
>>
>>127452669
Maybe you should have voiced your objections back when we agreed to let the planeposters in? Trying to kick out a sizable chunk of the general is just shutting the stable door after the horse has bolted.
>>
>>127453061
>girlds in military autism general
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Eugen will never properly balance WG
>>
>>127453223
I was properly balanced for some ~4 months of wabble.
>>
>>127453223
Balanse is the worst thing that ever happened to Wargame.
>>
>>127453223
What units are unbalanced right now? Haven't played it in ages.
>>
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>>127453695
>>
what is eugen even doing AoA is shit so why even bother supporting it
>>
>>127451542
havent really played sh4. but yeah its a full realism mod. damage increases, the op skills are deactivated. duds are based on real statistics. default is no radar, and real navigation. dive speed, speed turning time etc are realistic.

so yeah its up there with gwx for sh3 in my opinion, its more realistic when it comes to damage and stuff, but there arent as much new ships and stuff.

its just the UI, like the map buttons, compass and shit like that, you can disable it in the patcher, its appearently more stable.
>>
>WG interface will never not be shit
>>
>>127453136
You be surprised.
>>
>>127454423
1 in a billion.
>>
Where is the hexshit, /wgg/? Where is it?
>>
>>127453767
Interesting, do you have to be registered for downloading that, and do you need to have a legit SH5 copy?

Also, does it have features similar to the hardoced fixes (like, air reserves being divided into renewable and nonrenewable partitions, waves affecting the chance of duds depending on the depth you set torps to, magnetic pistols cocking up if you fire them during bad weather, or the allies dropping sound guided torps on you)? Are you still stuck with the Type VII? I'm not very fond of uboats that aren't the Type IX, and I find the XXI to be disgustingly easy to play.
>>
>>127454609
Played Squad and Men of War with girls in the past week. If you aren't a neckbeard that shouts at girls the moment you see them, maybe they won't avoid you like the plague?
>>
Aby ideas on how I can be less shit with countering arty spam in AS2?

I have tried small recon squads to find and flush mortar carriages and howitzers out but stealthy at and ambushes make that a 50/50 gamble.

Counter arty never hits for me and is a waste of CP most of the time. I would rather get a med tonk for the price.

I cant just keep hiding and shifting my lines around all game, especially when I am losing ground.

I managed to sneak a radio operator behind enemy lines and nuke a howitzer last night but that was a miracle.

I know arty is shit and I am shit for not being able to handle it, but I am trying to be less shit. I am fine -- and often ahead -- until death rains from the sky.
>>
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>>127455023
:^)
>>
>>127455908
Is that panzercorpse?
I like the sprites desu.
Did anyone steal them and plug them into OPG2 yet?
>>
>>127455908
Reminds me of the time it happened in HoI3
>>
>>127455908
Oder of Battle:Pacific looks cool. Anyone played it?

Also, anyone got cool, more obscure hexshit or the like? I know Close Combat, Combat Mission, Decisive Campaigns, John Tiller, stuff like Civil War Generals 2, etc, but are there any deep cuts people enjoy?
>>
>>127455908
If only more hexshit had any level of presentation like this.

Tbh, in 2015 fuzzy NATO symbols is ridiculous. These sprites are glorious in comparison.
>>
>>127455161
I know it's just rear, that reminds me a grill once came into this DCS ts i hang around here, wanted to join the squad there, but we are all boring fags that only bitch at ED and barely play the game.
>>
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>>127456858
>only bitch at ED and barely play the game.
speak for yourself, fag
>>
>>127456782
t. Paradox Interactive
>>
>>127456782
The hexshit you're talking about (I assume WitE, Flashpoint Campaigns, and friends) has a different play style. Panzer Corps is beer and pretzels fun, like Unity of Command. Tbh NATO symbols look professional and get me into the game more than cartoons.
>>
>>127439403
Is Hearts of Iron considered a wargame?

Its not nearly as popular in GSG
>>
>>127457229
Well considering anyone wanting to post it would go to /gsg/ it seems strange to hang out by yourself in here.
>>
>>127457194
Beyond NATO symbols and on map stuff it's not hard to design a nice UI with slick menus. Every other person in the world is a half rate graphic designer or so it seems. Find one, they design the UI, devs code it. Profit.
>>
>>127457229
HoI has little replay value because only the major powers are any fun.
Also it's combat-centric and combat is the worst part of paradox games anyway.
>>
>>127457525
>The worst part
How so? I enjoy it in HoI, though some things could use work. I don't really give a shit about the politics and economic side and just leave the AI on for that because it's boring and empty anyway.
>>
>>127457471
I won't fight you too much on that one; it can be a little difficult to shell out 40+ bucks for a shit UI, but I think in generally designers want to not make it so "gamelike" for the older crowd. What wargames do you like, senpai?
>>
>>127455908
What justification, if any, is given for the Gnazis being able to cross the channel, especially with heavy armor?
>>
>>127457658
Microing large fronts gets real tedious really fast, that's assuming you don't get bogged down due to supply system going full retard (though it's at least much better now than it was in vanilla HoI), theatre ai is absolute dogshit, and god help you if you try to play as SU. That's how I feel about HoI3 at least.
Plus the map is too granular for air combat to work with how fast planes are.
>>
>>127457658
In everything that isn't HOI combat is mostly diceroll, stack size and technology based. Generals usually only add numbers to the diceroll. Terrain subracts it to the attacker's roll. In the slightly more complex games like CK2 or Vicky 2 generals also add/subtract shit like morale/discipline. Unit composition is largely irrelevant, you can't get creative with it. The fun part of Paradox games for me is unfucking shitholes in Victoria 2 and you achieve that 80% with economy and politics. Map painting in EU4/CK2 is stupidly easy and almost completely brainless, might as well play Ace Combat or some other shit like that.
>>
>>127458069
Nazi magic, as with any Sealion scenario that doesn't involve Hitler time traveling to at least Battle of Jutland. Oh wait.
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>>127455603
This needs answered.
>>
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>>127458069
Air superiority (helped by the destruction of nearby airfields with strategic bombers) and a crapton of sea mines are keeping the Royal navy somewhat at bay. Cruisers still show up and shell your shit while some meagre destroyers act as meatshield.

tl;dr nazi magic
>>
>>127458447
Postan comfy pics?
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>>127458605
>strategic bombers
What strategic bombers? The fuggin He-177? Or you get to build the Amerika bombers early and unfuck the Luftwaffe in that game?
>>
>>127455112
only type VII.
you've got co2 that increases when diving, and you've got your compressed air.
everything with duds and weather and shit are in. I have never played untill guided torp years so I dont know about that.

Its better to use it with pirated copy
theres mediafire links
http://www.subsim.com/radioroom/showthread.php?t=210703

http://www.mediafire.com/download/3to6r4gv574ko2p/The+Wolves+of+Steel+1.04+-+Subsim+Community+SH5+Megamod.rar
http://www.mediafire.com/download/msinn6em4uv54uu/The+Wolves+of+Steel+1.04+-+Patch+14.rar
>>
>>127458447
Where is this?
>>
>>127458749
he-111 have long enough range
>>
>>127458827
>only type VII.
Oh fuck's sake. Can I at least get to increase its range of action or refuel/rearm at sea?

>you've got co2 that increases when diving, and you've got your compressed air.
everything with duds and weather and shit are in.
Noice.

>I have never played untill guided torp years so I dont know about that.
Can you start campaigns at an arbitrary rate? Also how's the crew management in that mod, still inexistent?
>>
>>127458605
>Luftwaffe air superiority over the UK

NEVER

EVER
>>
>>127458749
I used the Ju 88 A, but you can also buy He 111 H2 and Do 17z. Good luck getting into range with any of those 2 tho, in the mission when you're supposed to pull the magic the Do runs out of fuel on the channel and the He 111 can barely make it back.
>>
Which Panzer Corps DLC are worth it? Missed the sale, but...maybe next time.
>>
>>127459043
>>127459290
He-111 payload is meh and its defensive armament is fucking garbage, its speed isn't that good either. Was it even classified as strategic bomber anyway?
>>
>>127459137
I think refuel at sea is possible. the the range of the later models are increased as far as I know, so that op drumstick and shit is possible. this is in vanilla sh5 too.

>Can you start campaigns at an arbitrary rate?
theres a cheat code to unlock all the "campaigns" basically different dates. so yeah you can chose dates, ish
>Also how's the crew management in that mod, still inexistent?
yeah its shit.only some bullshit skills that you level on the NCOs
>>
>>127457940

You can still make a nice UI without it being gamey. Clean, simple, and efficient is all I am asking for. When you went to school for stuff like this it really really really grinds your gears when you're unemployed and all these companies don't even begin to know the first thing about an appealing layout and you'd happily deign them one for a free game and a couple hundred bucks at this damn point. Simple things like font choice, proper contrast, cleaner icons etc go a long, long way.

Mainly Graviteam as I'm a bit fresh to the simulation side of things, but I've given OpFp and Armored Brigade a shot. I play them over MoW and the like when I'm feeling like flexing only my brain muscle.
>>
>>127459860
Sea lion is fun, damn tough but fun and i'd say it's worth it.

Afrika corps is... i like it a lot, but i feel that if you're limited in which DLC to buy then you'll get a more fresh experience getting another one.

Allied core feels like a break from the wehrboo atmosphere the main game gives, but i haven't played it much so i can't make a decent review.

If you're planning on getting a full grand campaign but can't get them all. The Eastern front is longer, bloodier and you fight a desperate retreat all the way to Berlin.

The Western front has you fighting commandos with 6 or 8 vets (can't remember) and a bunch of second line captured units. Then you fight in Italy, Normandy, Market garden and finaly the battle of the Bulge (if you manage to get decisive victories only you can make anime real and do Sea lion 45)
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>>127459860
The sale is still on at matrixgames.
Not sure about their pricing though.
>>
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>this is how they ship the VKB T-rudder

Well at least it's made of metal.
>>
>>127463628
bought myself some slaw device pedals for christmas. was considering VKB but they didnt have anymore 109 pedals.

at least the poles can afford styrofoam
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>>127463628
Is of full proof tovarish, no need for girly cushioning.
>>
>>127464478
>>127465062
I mean the pedals themselves were immersed in foam and even some more on the toerests themselves, but still. Maximum slav standards.
>>
>>127465462
Simple economic, i though capitalists would understand.

Why use extra foam, is cutting into profit margins.
>>
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Can some kind anons post their deck codes for Red Dragon to help a new person out?
>>
>tfw used to the resistant nature of the hotas x

CH stick and VKB rudder will take some getting used to.
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where mah ts planefags at?
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>>127467225
TPgQyq1dFU+pzfZEUpRrN4DJVvwSknKFTORgQwIn9MBGAjQZ10aGZ2L3l60UyRFSpLPltC2xa6NRGmoATpg=

tPgSp7DEsC6Dq8LlV4UtBQpaChS6yfB2mKbtMUySxWFx+5BK8kTEoCUBGwgRQIpSk9iP8p4JqLDoDw==

XIgUYFno447MdCepxTsvjOYfGcw+M5hh4G7DwN2Qr2l4CSy410klRZqKTJhMvQdALdXOICUNKGlOKmfUBKAkviXw
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The Dutch concentrated on trying to run over the middle and left, so on the relatively clear right I'm going to sweep my tanks west and into where I can hopefully catch their HQ and mortars undefended, as well as intercept their reinforcements.

The MSK is holding in center but not for long, I'll need to reinforce them after the arty (9x neutralizing fire orders from the D-30s) cleans up the hill on the left.
>>
I don't get it

I just don't get why people are such fans of BMS

>radio with AI is a complete and utter clusterfuck
>no IFF means randomly selecting dozens of aircraft and spamming the radio with even more chatter and constant declares
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Will ReReaGa people kick me if I join their games and am complete trash in Assault Squad
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https://jii.moe/NyMmtAXDg.xlsx

autocannon performance spreadsheet.
You can change the target's AV, etc. Give me a shout if anything is wrong.
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>>127474493
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>>127477543
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>>127476739
Thank you
>>
>>127477543
Jesus Christmas
>>
>>127477543
I like how the AT gun broke the main gun, which was most definitely not the big concern here. Good job, Tojo.
>>
You as2 lads feeling a get together tonight?
I'm going to the gym in a sec but after that I've got all night free I think
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>>127479350
I got nothing better to do
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>>127479350
Rick Sanchez here can be. When?
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>>127480490
I'm not sure the time since you live in the past. But like 2 hours from now maybe.
>>
>>127480586
Mountain time is best time. Ill pop on around then.
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>>127479350
I'd probably be down to give it a try if there's room

I don't play MoW often though so don't expect much out of me
>>
>>127479350
I will join but I have 0 games played online in AS2 and havent played AS1 in well over a year
>>
>>127479350
Sure i just got home.
>>
>>127490394
You should come in the ReReaGa chat its in the OP.
>>
>>127487235
>>127490394
>>127493090
i think we are starting up in a sec
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Isn't it just beautiful.
>>
Anyone up for rainbow six 3?
I'm Ed on steam
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>>127494558
what
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>>127471280
3rd Kompanie of the Tank battalion, in good cover, caught the entire reinforcing Dutch tank squadron in the open and obliterated it piecemeal, suffering only 1 tank loss in return. They should be unimpeded now as they dive into the NATO rear.

On the western flank, the hill has been cleared of dutch forces and I'm sending a lonely tank to plant the East German flag there. The MSK on that flank is now being redirected to the center, to reinforce the MSK there which is now facing the brunt of the Dutch stragglers.
>>
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Calling upon a hero to hijack the next OP and ban planefags
>>
>>127494108
Shit

You guys already playing?
>>
>>127499540
yes but you can still come friend
>>
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>>127498856
Have some planes
>>
>>127499649
Says session is full
>>
>>127500180
what? come to rereaga chat
>>
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>>127498602
III. Kompanie of the Panzers became bogged down by infantry, but defeated what they could and are now advancing. III. Kompanie of the Mot Schützen are moving in to clean up the town block.

II. Kompanie swept north, and discovered the enemy mortars, managing to wipe out a battery. However, I have made the folly of forgetting the Dutch organic AT units. As the tanks entered a clearing, they were ambushed by the SPAT companie hidden there, and completely obliterated, but not before cleaning up a few trucks of the mortar's supplies.

The Mot Schutzen in center have been reinforced and relieved, and are chasing out the last of the Dutch on the objective.
>>
>>127498602
Two questions about this game

Is there a way to figure out what all the stuff on the counter means?

What are the differences in the move options (fast, deliberate, assault)?
>>
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>>127500519
Here's a quick guide I whipped up.

>What are the differences in the move options (fast, deliberate, assault)?

Hasty - Unit uses maximum speed and roads. However, they move in a formation without regard for cover and are extremely exposed. Used when speed is a priority and you are safe within your own lines where you're sure there is no risk of enemy attack. Routed/scooting units also use this mode by default.

Deliberate - General purpose move order. Units advance at a moderate pace, using available cover. Used when advancing to contact or in unknown territory.

Assault - Units attack using all available speed and without much regard for cover. This is the only type of move order where a unit will attempt to enter close combat with the enemy (Sharing the same hex). Used when assaulting an identified enemy position and not for general movement, as it costs unit readiness to move in this fashion.
>>
>>127501945
Dang, thank you so much! This is really helpful. I'm trying to experiment with scenarios and learn the game that way and through LPs, but basic info like this escaped me.

For some units once you move there is a new window that discusses various options as well, what are those all about?
>>
>>127502573
The two that stand out are Disembark range for infantry, and options in general.

Disembark range just tells an infantry unit at what range it should "disembark" it's infantry: The infantry and their weapons are brought to bear (And don't die every time a carrier is lost), but the unit inherents the L (leg) movement type which slows them down considerably.
Ideally you do not want a unit to disembark until it is within cover close to the target. So if you order them to objective X and the city containing it starts two hexes from the objective, then you want your infantry to disembark at a range of 2 hexes from their objective.

The other option available to most units is your orders on what the unit should do when it is done moving. Screen will tell the unit to use cover, but engage the enemy at a preferable stand-off range (that is different for every unit), and then scoot away when the enemy is within the threshold, or they take losses. An Abrams platoon for example has a standoff range of 4 hexes, or 2 kilometers where their weapons become most effective. If a Russian tank company closes to a range closer than that, they automatically scoot away to increase the range. The disadvantage of Screen is that they do not use as much cover (Do not dig-in) and are thus more vulnerable to fires, especially artillery.
Hold tells the unit to dig in and, well, hold their position until relieved. However, a unit suffering enough morale damage will ignore orders and retreat. Units in Flashpoint have some degree of self-preservation and may even outright ignore a suicidal order.
Resupply tells the unit to, well, resupply, replenishing Readiness (The unit's mobility, responsiveness to orders, and killing power) and Ammunition.
On-call is for artillery only, and tells it to be ready to receive fire mission orders.
Helicopters are unique in that they can only be ordered to screen, and are also the only unit in the game that automatically retreat to HQ/FARP to resupply.
>>
so is there a crack for red storm after all?
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II. Kompanie of the Panzer battalion ran into the ATGM trap as well and has been reduced to 1 tank. A Dutch infantry platoon has been spotted moving to finish it off.

Center objective is pretty much secure, pending the mop-up of two Dutch infantry platoons there. Further incursions are occuring to the western objective however, so I'll have to rotate the center MSK there to hold it. Meanwhile, Hans has planted the flag and is now being a cheeky cunt with his tank as they take potshots at an exposed dutch infantry platoon from the forested hill.

Nothing new on the Eastern flank.

>>127504459
Not in this thread, no. The time to get it was during the sale, and if you missed it, then sorry.
>>
>>127503545
Wow, thanks. This is, again, really helpful. I guess I should just suck it up and read the manual over again, but honestly your descriptions are fantastic. Thank you!

Any other general tips for a new player?
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>>127504878
Learning and understanding real-world tacitcs will help you the most. Like any other game, you just need to play it more, aka git gud
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>>127504827
>33 minutes to orders
is this fucking 1812 or something?
>>
>>127505375
It's a Warsaw Pact army, so more or less, yeah
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>>127505375
Oh, orders phases are very short and should model modern communications well in normal conditions. But these are combat conditions. Handing out orders to units takes time, getting a clear signal through enemy jamming takes even more time. And you do need to space out and move between issuing orders: If you keep trying to continuously micromanage your army, you're giving comrade fucksky and every other enemy SIGINT officer a good bead on your location where they can relay a proper fucking to you via artillery or airstrike.

>>127505801
Is also correct here. A NATO command structure is much more fluid and flexible than a Warsaw pact command structure. Think this is biased? Then just open up Excel or whatever spreadsheet program you have, and modify the faction options to your liking in the data folder.
>>
Got MoW2 earlier today. Anyone recommend any good guides/ways to get a foothold on this? I have experience with CompanyOH2 and Wargame Red Drag, if that helps you build a profile of what kind of cock I suck.
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I didn't even know /wgg/ had so many AS2 players.
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>>127506241
>Pansyfaust
>Allowing a3g shitters to infiltrate your ranks
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Notice in the side that I've opened the C3 tab - this regulates how long an orders phase will last.
Factors here include:
>Local EW hindrance (In this scenario it is Low, but still present. There is no option to remove it completely.)
>Size of Force: Bigger force takes more staff resources
>Surviving HQ subunits: Speaks for itself. Holes in your C3 will dramatically increase your orders delay.
>Surviving subunits in general: Reflecting unit cohesion
>Overall force readiness: The orders delay doesn't just cover the issuing of orders, but also the ability of your force to carry them out. This is another reason why keeping your unit readiness up is important: If your soldiers are all fatigued, their radios are fucked up, and they're in the middle of a chaotic battle, then they might end up not being able to follow your orders at all.

The Dutch force has been obliterated, suffering losses exceeding 70% (34% permanent) and we hold all of the objectives. We have been given a rating of 86% - a "Decisive Success".

We claimed 5 Recce units, 17 Tanks, 31 APCs, ~300 infantry, 1 SP AT, 3 mortars and 21 trucks.
In turn we lost 24 Tanks, 11 BMPs, and ~88 infantry.
>>
>>127506241
webms imminent. Will upload full matches if anyone really cares to see them.
>>
>>127506241
Do slavaboos not play mow? or are all slavaboos secretly also burgers?
>>
>>127506534
no bully
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>>127506241
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>>127507647
>Do slavaboos not play mow?
You mean slavs? Slavs can't be slavaboos.
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>>127507647
>Secretly also burgers
I'm pretty sure none of the Slavboos here are actually Russian. Or even Eastern European. Hence why they are called Slavboos in the first place.
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Combined arms assault with a radio operator calling artillery, and Carl supporting with a Sherman Croc against a building loaded with infantry keeping us from pushing up the stairs and keeping the general area in gridlock for several minutes. From our first or two matches tonight.
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>>127505956
bamp
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>>127510283
Look up Strat29 on youtube. He does really good guides and tutorials, and commentates competitive matches.
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>>127510283
Come play with us, we are 10 people atm.
>>
>>127510610
danke
>>127511527
I might at some point in the future, but atm I'm clueless on the game. Thanks for the invite tho, didn't expect that on a /vg/ thread.
>>
>>127440520

Has Leatherneck said roughly when the Viggen will be released?
>>
>tfw can never beat japan despite this paper thin armor meme
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>>127512097
>Isuzu mortar survives 30 minutes of constant bombardment
I just don't know anymore.
>>
GSM Italy vs France when
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>>127513640
>GSM
penn jillette.jpg
>>
>>127513640
fucking never
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>>127512097
Their paper armor on medium tanks is made up for by the fact that their tanks actually have the best guns in the game, for the most part. Especially the one with the 88(Chi-Ri? I get them mixed up because of their naming convention). They're also cheap as dirt and have faster cooldown timers than everyone else(You can actually start the match with a light tank if you want.)

I could probably make a few webm's from the second match, but it's late and I'm turning in, and this part stuck out for me. Final assault on Carl's forces holding center, supports by Concept's rocket artillery(Damn Carl everywhere I go you're fucking there I swear I never fight anyone else.). Was a pretty good fight with a lot of heavy tank combat and a surprising amount of expensive late-game purchases, but this was the nail in the coffin.
>>
>>127516819

slavs are da bomb
>>
>>127517842
Are you guys in a private server? I looked around but didn't see anything. I played mysecond ever mp[/spoiler] game and won.
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bosting some mow editor webms
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>>127521228
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>>127521476
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>>127517842

they were some good games
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>>127512238
memeing it up as Japan is the best

>200mm rocket spam
>early game light tank shenanigans
>cheap 75mm HE only tank
>paper armor
>OP mortars
>guntrucks

You do what you gotta do to defend the anime

>>127522569
Yea. Except fuck that German team. The guy was all pissy after the match when I wouldn't switch his team to German again
>>
>>127522730

the early game tank spam was excellent and nippon tanks are so weak I don't even feel bad for it
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There were moments that did not favor me tonight.
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>>127522730
>paper armor
17 pounder on 2 fireflies and one centurion couldn't match up to a fucking chi-to
>>
>>127449498
>>127451542
are you guys talking about Silent Hunter? I want to get into it but don't know how. Used to have SH5 installed (or whatever the latest was) but couldn't do much
>>
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>>127525275
why cant I make quality webms
>>
>>127526981
Download Silent Hunter 3, grab GWX, install tribute to manual targeting over it and magui, read the tutorials on subsim.
>>
>>127527305
increase the bitrate senpai
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>>127527305
Lower the resolution and use a higher bitrate.
>>
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>>127527576
>>127527579
>>
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>>127527576
>>127527579
still not sure how to reliably get what I want from this when it does things like this.
But im done for the night.
Good games everyone. We'll have to get together again soon.
>>
>>127528072
>>127528201
Match the aspect ratio to the original
>>
>can't run Mowass2 at a decent framerate when looking at the map from ground level

whyyyyyyyy. Is this cause I'm a single player shitter?
>>
>>127532240
yes, you sp pussy
>>
>>127532891
but the game was dead last time I tried mp :<
>>
>>127532961
we litterally had 12 /wgg/ people in house games today.
>>
>>127532961
Can confirm that public MOW AS2 is fucking dead.
I wish we could go back to AS1 with gamespy when the game was alive and before they fucked everything up.
>>
>>127508410
>tfw latvian
Half of my friends are Russian
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https://www.youtube.com/watch?v=lZdxBlhFmm4
>>
>>127533595
>tfw Russian
All my friends are American.
>>
>>127534639
Are they fat?
>>
>>127535841
obviously.
>>
Fuck's sake.
>>
>watching krause's semi-active missile defence tutorial
>he just dives and dumps all of his chaff / flare
>pointless "maneuvering" that bleeds his own speed but doesn't do much to the intercept path

this is painful
>>
>>127539564
Well it works in BMS, because believe it or not, BMS missiles are worse than DCS.
>>
>>127539598
Is BMS some sort of 60's style guns/IR missiles only shitfest?
>>
>>127539874
Nah, radar missiles have a monstrous pk in BMS.

>60's style guns/IR missiles only shitfest
You know the F-16 only got the capability to carry radar guided missiles in 1989 right?
>>
>>127539874
IDK, but know things like jinking in DCS will mostly get you killed, because you aren't really changing your vector, unless it's from a really long range of course.

But DCS has it's own stupidity with IR missiles, you can dodge any IR missile just by going idle rolling and flaring.
>>
>>127519489
We were passworded when I was hosting, you might have had us filtered out. I can't speak for after our first two matches as I had left after them to catch some sleep.
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Bumpkitty
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>>127544238
>DCS
Roger.
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>>127544238
clearly a dog
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>>127544473
Looks like a huey.
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>>127439619

MiG-29 PFM WHEN
Study Sim module MiG-29k WHEN
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>>127546112
Is the 29 fun? What's different to the Su27?
>>
>>127547075
R-77s
Ability to fire at two targets at once
Smokey engines
Cool factor

Downsides are that it's got a lot less range, stuck with SFM and has no HDD.
>>
>>127547075
It's just a mini Su-27 with barely any countermeasures, a crap flight model and active radar missiles that go pitbull very late.
>>
>>127547341
>R-77s

Can that missile win a head-on / beaming BVR with 120Cs?
>>
>>127547526
lol no.

Liker all things in DCS, they perform nowhere near their real-life counterpart.
>>
>>127547661
Huh, the R77s actually have a greater rmax than 120Cs in BMS
>>
>>127547810
What R-77?

Because R-77 first version is equivalent to a aim-120A or something like that.
>>
>>127547526
It's better than the R-27ER but you kind of need to treat it like a semi active missile since it goes pitbull so late.

>>127547810
In theory they should have less drag once they get up to supersonic speed with those grid fins.
>>
>>127547341
>R-77s
Don't the 27 and 33 also get those?
>>
>>127549797
Nope.

Can't remember if they ever upgraded them to mount them in real life, but in DCS, with the current aircraft only the MiG-29 can mount R-77s.
>>
>>127549797
No the 27S & 33 couldn't fire active radar missiles since Sukoi thought they where a dumb fad, only the later upgrades starting from Su-27M/Su-35 could fire R-77s.
>>
How are russian active missiles cooling their radar?
>>
>>127550213
Radar coolant I imagine, you can only really get away with using vodka on crappy little targeting radars like the sapphire.
>>
>>127550159
I mean it would only need a software upgrade, but ED makes it out too seem like some you needs some insane hardware upgrades.

Also mig-29S was never even built in any sufficient numbers, neither was the r77.
>>
>>127550423
if the R-77 wasn't built much.
What does Russia use for an active radar homing missile?

Some R-27 variant?
>>
>>127550423
>I mean it would only need a software upgrade
What software upgrade? The only time the Su-27 got R-77 capability irl was when it got a whole new radar and avionics suite.
>Also mig-29S was never even built in any sufficient numbers, neither was the r77.
I know, not sure what this is relavent to though. Though I'm all really for tied to come and claim it's in service :^)
>>
>>127550731
They don't unless there's been some super secrit R-27 upgrade.

They are making a new missile called RVV something something, that's basically an R77 but Russian made and i guess improved.
>>
>>127550731
they don't. their fighters are literally 20 years behind the rest of the world because of it

the issue is that the r77 was designed in ukraine and production was supposed to start right as the ussr collapsed. so they never acquired any stocks and were limited in their modernization efforts, but they're making a new version now
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Would anyone here be interested in playing Squad Leader over VASSAL?

I'll be posting a basic play through of a scenario, even when not interested I hope it will be a sort of fun read nonetheless.
>>
Hey SH5fag, does fire do damage in Steel Wolves? Are the deck gun and the AA guns useful, and in which way can I upgrade them? How's damage control (I assume it's shit since you can only control NCOs)? Also which version of SH5 do I need for it to work and are there any risks in pirating it such as its DRM fucking shit up?
>>
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>>127552203
These are the forces of the German player for this scenario, a platoon on patrol.

5 squads (4-6-7 are the squads, first number is firepower, second number is range, third number is morale, all squads have 4 movement points, different terrain costs different amount of movement points)

2 leaders (8-1 and 9-2. First number is their morale, second number is their leadership modifier expressed as a negative, the lower the better. The 9-2 is the better leader, has a higher morale and a leadership modifier)

The platoon is equipped with 4 MG's (first number is firepower, second number is range, B12 refers to the gun "breaks/jams/runs out of ammo" on a roll of 12 when firing)
>>
>>127553018
The Russian forces, 17 squads, 4 MG's and 2 leaders.

The Russians ave a considerably larger force. However, their leaders are less trained than the German ones in this scenario. The Russians are also primarily equipped with LMG's, whereas the Germans have a HMG to work with.

The Russian goal is to move at least 5 squads from the north edge of the map, to a certain section of the south edge of the map in 5 or less turns.

The German goal is to stop this.
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>>127553894
>>
>>127552682
dont think the DRM will fuck it up anymore than it does in legit version.

fire do damage, deck guns are usefull but it will take time to sink stuf with it, AP below waterline is best.
damage control is kinda wonky, but you assign what to fix in the DC menu, and that gets priority.

aa and deck guns can be upgraded and removed with "renown points" which you get form doing patrols and sinking shit. same as sh3.

you've got 8.8cm 10.5 cm 2cm flak in doubles and vierlings, and 3.7cms
>>
>>127552203
Looks fun but I've never played it before, is there a way to practice against AI? If so, how?
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>>127554049
Russians start.

Leaders give a bonus to squad movement of +2 if they stay with the squad for their entire movement.

The 2 leaders take a full stack of infantry each (3 squads is the max allowed in 1 hex), grab the majority of the MG's and make a run for a small forest in the hopes of setting up a firebase before the German patrol can set up.

The remaining Russian forces elect to stay further east, far out of sight and range of the Germans. After heading south they will swing west in under cover of some woods towards their objective.
>>
>>127554785
Sadly no. This is merely a UI, it isn't really a program as such, meaning that nothing is enforcing rules or doing the bookkeeping for you, it is up to the players to do all that. It is basically the boardgame in a virtual setting.

That being said, the rules are very (imo anyway) intuitive, and there are many "beginner" scenarios that require only a small subset of rules to be played.

The scenario I am posting here for instance only requires the rules for infantry movement/combat, MG usage and Leaders.
>>
the wolves of steel also has fucking whales like gwx.

I spent in game days tracking a fucking whale once.

time to watch some das boot
https://www.youtube.com/watch?v=aKXi7f7AFmU
>>
>>127554140
Thanks for the info. What can you tell about the addons for it, like Dragon's addon?

>fire do damage
Noice.

>10.5 cm
>3.7cm
On a fucking type VII?

One more question: if you happen to meet juicy targets or enemy uboats where they shouldn't be and send a radio report about them, does the the AI send appropriate forces to deal with them? For example in SH3 if you met an enemy sub in german waters and contacted the BdU they'd usually send a few ASW trawlers or patrol boats to dispose of it. If you met big ships sometimes the Luftwaffe would show up and (try to) bomb the shit out of them. Also does the AI use torpedoes?
>>
>>127556209
GWX also has dolphins, pretty cute.
>>
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>>127556291
dont know about air support and shit, but sometimes if you radio in a convoy they'll send loads of other uboats to help, how effective they are I've yet to see.

>10.5 cm
>3.7cm
10.5 because there are no IX, but were supposed to be before ubisoft abandoned it.
3.7 pic related

>Thanks for the info. What can you tell about the addons for it, like Dragon's addon?

havent used any, but I've added the odd mod myself.

dragons mod isn't updated to the latest twos so it might not work.
more mods, especially graphic mods, will make it less stable.
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>>127555308
After the movement Germans are allowed to fire defensively. Nothing is in range or sight though. Russians then get their Advance fire phase, an opportunity to fire after movement at reduced firepower. However, here again, nothing is in range or sight. The Russians then get their advance phase in which all their units are allowed to move up 1 square, regardless of their previous movement or firing.

To clarify the turns, 1 turn is split in a Russian and a German half, whoever's half it is is the attacker for that half. The halves each have the following phases:

>1) Rally phase, broken (fleeing) units of both the attacking and defending player attempt to rally via a leader (i.e. a leader attempts to get his units back on the field to face enemy fire)
2) Preparation fire phase, attacker gets to fire his units
3) Movement phase, attacker gets to move any units he hasn't fired in the pre fire phase
4) Defensive fire phase, the defender gets to fire his units.
5) Advance Fire phase, attacker can fire any units that haven't fired yet, this includes units that have moved, however these have their firepower reduced.
>6) Route phase, any unit from both defending and attacking player that has broken under fire must flee to appropriate hexes (i.e. their morale wasn't high enough to hold their position under fire and they flee)
7) Advance phase, attacker is allowed to advance all his units 1 hex, this is the only phase in which you can enter an enemy occupied hex.
>8) Close combat phase, opposing units occupying the same hex engage in close combat.
(Green text are phases in which BOTH defender and attacker have activities)

After this completes the attacking player becomes the defending player and vice versa. After both player have been both attacker and defender the turn is completed and the whole thing repeats itself in the next turn.

This scenario has 5 turns, each turn will go through phase 1 to 8 twice, so this scenario has 40 phases.
>>
>>127557329
P.S. This may look complicated, but honestly, a game like WoW requires you to remember far more, and far more complex things.
>>
>>127522730
>mfw my 25 lber misses once and only disables the crew on the second.
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>>127557025
>if you radio in a convoy they'll send loads of other uboats to help
Noice.

>10.5 because there are no IX, but were supposed to be before ubisoft abandoned it.
Do you happen to know if anyone is working on adding it/making it playable?

>I've added the odd mod myself.
What did you add, if I may ask?
>>
>>127558117
dont remember, was some minor fix mods back in 2014. think many of them are added to the mod pack now. like the rongels lifeboat mod

>Do you happen to know if anyone is working on adding it/making it playable?
yes they're working on it, I think there are interior mods and shit, but the problem lies with getting a complete model to work in game, with fan made import/export tools
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>>127557329
As there was no closecombat in the Russian half it is now the German half of turn 1.

Nothing to rally. So no need for a rally phase
Nothing to fire on. So no need for a preparation fire phase.
Germans go straight into their movement.

The HMG is attempting a set up in the wooden building, being a heavy bulky weapon it is impeding the movement, so set up will be delayed to the advance phase.

The southern fireteam splits up, 1 squad takes an LMG and makes a dash over the road in an attempt to set itself up in the Russian objective. In doing so he exposed himself to the Russian MG set up in the woods, the defensive fire phase will determine if he gets gunned down or actually makes it to his destination.

The 9-2 leader takes his squad and the MMG and decides to take the safer, more laborious route, through the woods.
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>>127558065
>mfw when my 200mm rocket wrecks your 25lber
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>>127558950
japan has so many nice meme units
>>
>>127558710
Post them please, even if they might be already present into the modpack.

>yes they're working on it
Good to hear.

Hopefully last questions - how dynamic is the campaign, and how much of the map is modeled? Could I hypothetically sail from Wilhelmshaven/Kiel to Japan and meet at least somewhat accurate enemy forces? And do I have to manually plot the course through the fucking Kiel channel (thank god there was no need to do that in GWX)?
>>
>>127494558
At this point just go usa.
>>
>>127562135
>kiel to japan
ayy, what kind of range do you think WW2 era subs have?

Considering The English Channel, Suez canal, Straight of Gibraltar and Panama canal are all a nono for subs, you are left with the south African, south American or the Jules Verne route.
>>
>>127562612
Type IXs and italian subs pulled that a few times, IIRC there was at least one milk cow stationed next to South Africa for some time.
>>
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>>127558940
The Russian MG nest in the forest opens up on the German squad running across the street.

It is 10 hexes away, the LMG's firepower is halved for extended range fire. The squads can't use their inherent small arms fire as the target is over double their range (range of 4, target 10 hexes away).

A total of 6 firepower. A 7 is rolled with 2 dice, however this is modified by the leader directing the fire, -1. It is further modified for firing at targets moving in the open, completely exposed, -2.

The roll of 7 is modified by a total of -3 for a net result of 4.

A roll of 4 with 6 firepower results in the German squad receiving enough fire that it tests their morale. They need to roll equal to or lower than their morale with 2 dice. The Russian fire was accurate enough that this roll is modified by +2.

The German player rolls a 7, modified by +2 results in 9. The squad only has a morale of 7. They break and will have to flee to cover ASAP in the ensuing route phase.
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>>127512040
By the end of 2015. Along with Corsair.
>>
>>127512040
>>127564342
They said it would be announced in August, but delays with patching the MiG-21 and Cobra's illness meaning he's jacked up on meds have pushed the announcement back to a few weeks from now. Even though everyone knows what's being announced.
>>
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>>127562135
>Post them please, even if they might be already present into the modpack.
doesnt have that install anymore so I dont remember. only the rongel lifeboats and some aspect ratio fix, but those are in the pack now, so wont bother finding their thread.

>Hopefully last questions - how dynamic is the campaign, and how much of the map is modeled? Could I hypothetically sail from Wilhelmshaven/Kiel to Japan and meet at least somewhat accurate enemy forces?
yep, have never done it so cant say much about the forces you'll meet, excpect it to be much worse than sh4 obviously
I think the VIIC will get IX stats when you start the mission or something

>And do I have to manually plot the course through the fucking Kiel channel (thank god there was no need to do that in GWX)?

theres a harbour pilot mod, that autopilots you through kiel channel and some other places too

if you use realnav, you cant use waypoint to plot courses anyways.
>>
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>>127563685
German broken unit flees to the house in the south.

During German advance phase the norther fireteam setups their HMG in a wooden building. The 9-2 leader and his squad move into the hex of the broken squad in the hope of slapping some sense into them and directing them into the right direction.
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>>127567107
>theres a harbour pilot mod, that autopilots you through kiel channel and some other places too
That's noice, can you post a link to it or upload it to mega if it requires a subsim account?

>if you use realnav, you cant use waypoint to plot courses anyways.
Is it included in the pack, and if it is, is there a way to disable it? I hate mods that make it so that instead of being the leader of a crew you're basically operating the whole boat yourself.
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>>127568176
both or in the wolves of steel modpack, you can disable realnav by not installing it with the mod enabler
>>
Hey guys i have a shit computer and I need to know if men of war AS1 or AS2 is the better choice?
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