Blog dedicato alla Storia della Guerra. Sono trattati temi e recensiti libri di storia militare, ma si parla anche di wargames e videogames bellici, oltre che di film e telefilm a tema bellico, così come di documentari sul tema.
L'altra è su sul map pack 1 del simulatore navale Jutland che riguarda lo scontro delle Falkland (non la guerra dell'82, ma la meno conosciuta battaglia navale del 1914 http://simhq.com/_naval/naval_039a.html
In questo video vedete i 6 suggerimenti del giocatore per lanciare Naval War Arctic Circle evitando i vari freeze,time compression bugs e gli arresti.
Francamente piuttosto che perdere tutto questo tempo a fare questi passaggi preferiscono non giocarlo. Sono gli sviluppatori a dover correggere il software, e le soluzioni tampone devono essere facili e brevi. Nel caso di Naval War dopo mesi ancora non si ha una soluzione, perchè dicono di non riuscire a riprodurre il bug.
Prevista per l'11 settembre l'uscita della DLC Raven Strike per Ghost Recon: Future Soldier.
DLC Info:
It contains three campaign missions and a new Guerilla Mode map, each playable with up to four players. Raven Strike will be available on September 11th for the Xbox 360® video game and entertainment system from Microsoft and the Sony PlayStation®3 computer entertainment system. It will be available on Windows PC at a later date.
Additionally, Ubisoft disclosed that the Ghost Recon: Future Soldier development team is hard at work on further DLC content planned for release later this fall.
Raven Strike DLC content includes:
3 new missions in Campaign Mode
• Secure Dawn: a foggy marsh in Kazakhstan where the Ghosts will not be allowed access to advanced technology (no optical camouflage, drone or sensor grenade)
• Cold Walker: a train depot on the Russian countryside
• Argent Thunder: a nighttime urban setting in Moscow
1 new map in Guerrilla Mode
• Sawmill: face 50 waves of enemies on a foggy Russian countryside
Raven Strike will be available for purchase for 1200 Microsoft points on Xbox Live or $14.99 on the PlayStation Network. It can be pre-ordered at GameStop and Best Buy.
Seguendo le istruzioni al link sopra si avrà la possibilità di entrare nella beta di Their Finest Hour, l'espansione di Hearts of Iron prevista per settembre. La possibilità scade il 30 agosto.
Alla fine ho perso malamente anche se almeno il Priest l'ho fatto fuori. Il mio avversario ha fatto delle considerazioni interessanti sulla tattica da impiegare sia per il primo che per il secondo game che sto giocando; le riporto qui nel caso le si voglia discutere o le si voglia provare ad applicare:
"
The hardest lesson I'm trying to learn in this game
is pacing.
It's should be played at a much slower pace than I
tend to play it myself and I think it's the most common mistake of most
players.
Once you reach the point where contact with the
enemy is imminent slow down everything you want to do.
Unless a unit is dangerously exposed make sure your
troops stop regularly and spend who turns doing nothing.
This give them a chance to spend time spotting for
the enemy, gathering intelligence and finding the enemy for you, it also keeps
their fatigue level lower, which is important to their combat effectiveness,
tired troops are disadvantaged. If a unit is still for a turn or two it will
notice things it wont notice if it's moving.
Take the time to set a firebase and then split off
scouts and 'hunt' or 'slow' move them forward to find the
enemy.
Even with scouts, leave them still every second turn
or so, I and most player make the mistake of thinking that every unit has to be
'doing' something every turn.
It's the most basic mistake that I make every
game.
"
"
I think you're problem in the second game has been
that your troops were extremely spread out in the town. Which meant that I could
take care of each small element in turn with overwhelming
firepower.
Of course you do need 'depth' in defence, but what
you need is a series ambush and retreat.
There are so many houses, it's impossible for me to
know where your troops are if you have them 'hidden' most of the
time.
Set one small scout group in locate and identify
my advancing troops, but not engage. At the appropriate time have the 'hidden'
units come out of hiding, attack with everything they have at close range for a
turn or two, then retreat to a preplanned second line, go back into hiding and
await another ambush. Don't have long drawn out fights, hit and run, defence is
about attrition.
Also I spent quite a long time carefully probing the
forests and buildings around the town. Your entire force seemed to be in the
town, which made it easy to envelop and choose when and where I wanted
attack.
Some small forces on the flanks, also fighting in
ambush and retreat style would have made me wary of my flanks all game and
therefore reduce the concentration of troops targeting the
town.