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.
nuovo
mercoledì 20 marzo 2013
Gary Grigsby's War in the East PBEM parte 14
14ma parte della mia partita a WITE; siamo ad Aprile e quindi abbiamo un turno di fango e uno di bel tempo. Il mio avversario sembra voler sfondare nel Caucaso e apparentemente ci sta riuscendo bene, ma non ha tenuto conto delle mie riserve e mentre lui si disperde in un'area priva di strade, io mi concentro per colpirlo.
Etichette:
gameplay,
gary grigsby,
PBEM,
replay,
video,
War in the East
martedì 19 marzo 2013
Rilasciata patch di Marzo per APOS
E' stata rilasciata la patch di Marzo per Achtung Panzer Operation Star (da adesso Graviteam Tactics).
http://www.graviteam.ua/help/download-patches.html
E' necessario prima scaricare il core update ed installarlo, poi scaricate gli altri due files e li caricate usate il programma di update del gioco. Il primo file è la patch vera e propria, il secondo un aggiornamento per i poligoni della grafica.
http://www.graviteam.ua/help/download-patches.html
E' necessario prima scaricare il core update ed installarlo, poi scaricate gli altri due files e li caricate usate il programma di update del gioco. Il primo file è la patch vera e propria, il secondo un aggiornamento per i poligoni della grafica.
DCS World 1.2.3 review
Su SimHQ trovate una review dell'ultima patch del DCS World, che pare abbia cambiato parecchie cose:
http://www.simhq.com/_air15/air_549a.html
http://www.simhq.com/_air15/air_549a.html
lunedì 18 marzo 2013
The Last Samurai - Shogun 2 Total War
Questo tipo ha voluto provare a rifare la scena finale di The Last Samurai, usando Shogun 2. Certo la possibilità di accoppare Tom Cruise vorrebbero averla tutti.
Panzer Corps 45 West recensione
Su La Gazette du Wargamer trovate la recensione dell'ultima DLC uscita per Panzer Corps:
http://www.wargamer.fr/panzer-corps-45-east-west-le-crepuscule-de-lallemagne/
http://www.wargamer.fr/panzer-corps-45-east-west-le-crepuscule-de-lallemagne/
domenica 17 marzo 2013
Partita numero 9 Scourge of War GCM\HITS
Ieri sera abbiamo fatto una nuova partita con l'ibrido GCM\HITS e anche stavolta mi è toccato il comando dei Nordisti (il posto non è molto ambito perchè c'è poca azione e molta responsabilità). La partita era leggermente diversa dal solito, perchè stavolta era un attacco\difesa. I confederati avevano circa 1800 fanti di meno, ma molta più artiglieria ed avevano 10 minuti di movimento libero per schierarsi attorno all'obbiettivo in posizione difensiva, mentre i nordisti potevano muoversi ma solo rimanendo a parecchia distanza. Come vedete dal replay gli obbiettivi erano nel mezzo della mappa con un fiume nel mezzo. Il mio piano era di concentrare le truppe ad Anderson nascondendo il movimento a nord usando i boschi a ovest di Hester. Una volta ad Anderson la divisione di KgSoldier con la piccola divisione AI come riserva avrebbe dovuto fare azioni dimostrative marciando verso sud, senza ingaggiare il nemico decisamente fin da subito. Le altre tre formazioni avrebbe dovuto concentrarsi ad Ennis e poi marciare verso sud-est dispiegandosi una volta incontrato il nemico nel modo più confacente. Se tutto fosse andato bene li avremmo schiacciati contro il fiume e speravo anche che nella loro ansia di proteggere tutti gli obbiettivi avessero le forze su entrambe le sponde. Come al solito non tutto è andato liscio, ma è normale e la linea generale del piano si è realizzata. KgSoldier e Kester hanno marciato verso Anderson usando una strada troppo a sud, nonostante la mia richiesta prima di marciare un po' verso a Nord, e con mio orrore ho visto che da lontano erano visibili da parte del nemico. Nel caso di KG questo non è stato un problema perchè doveva attirare l'attenzione, ma la successiva marcia di Kester verso ovest invece è stata vista e questa ha allertato un po' il nemico. Per fortuna non credo abbiano visto MTG e Flavia che invece hanno marciato più a nord. Comunque la presenza di Soldier a Nord li ha messi in allarme perchè l'artiglieria e ben due divisioni e mezza erano schierate con faccia verso nord con metà forze oltre il fiume e ben distanti dal baricentro centrale. Invece sull'altro fianco i nemico dava l'impressione di voler creare una linea continua lunga sempre faccia a nord ma con tre sole brigate: forse pensavano che Kester avrebbe marciato con una direzione più diretta verso sud e non si erano resi conto della presenza di altre due divisioni.Questo forse spiega anche i due piccoli reggimenti mandati allo sbaraglio in ricognizione verso nord, pressati indietro e distrutti dalla nostra massa. Alla fine la nostra massa di attacco si è aperta verso sud più di quanto volessi, ma siccome anche il nemico lo ha fatto e noi eravamo di più la cosa ha giocato a nostro favore. Alla fine l'attacco di KG da nord è partito ed è stato parecchio violento cacciando indietro il nemico, tenendo occupate forze nemiche più numerose e i cannoni e permettendomi di linkare la divisione AI con la divisione di Flavia che emergeva dai boschi a ovest. Il nemico è stato pressato indietro inesorabilmente e anche se la nostra sinistra è stata pressata indietro gradualmente da forze superiori, questo ha aiutato il nostro centro-destra che ha macellato le forze nemiche e stava spingendo a tutto forza contro il fiume quando il nemico si è arreso. Il più grosso errore nemico è stato appunto di estendersi troppo e cercare di proteggere i fianchi (anche attaccando), quando invece il proprio centro era sotto una pressione intensa. Non hanno tenuto nessun riserva centrale e messo i cannoni troppo distanti dal nostro punto di sforzo maggiore.
http://www.sowmp.com/gcm/battles/battle/15366
http://www.sowmp.com/gcm/battles/battle/15366
sabato 16 marzo 2013
Pandora: First Contact Preview Video
Primo video di questo strategico spaziale in sviluppo per conto della Matrix Games:
Tactical Intervention entra in open beta
Un nuovo gioco dal creatore di Counter Strike, è da poco entrato in open beta ecco link al sito:
http://www.tactical-intervention.com/
E qualche video trailer:
http://www.tactical-intervention.com/
E qualche video trailer:
Etichette:
link,
open beta,
Tactical Intervention,
trailer,
video
venerdì 15 marzo 2013
WARGAME AIRLAND BATTLE: AIRCRAFT TRAILER
Nuovo trailer per Wargame Airland Battle, il seguito di European Escalation:
Accordo Slitherine e Games Workshop
Slitherine e Games Workshop hanno stretto un accordo che permette alla prima di produrre videogames con il marchio Warhammer 40.000, il gioco di miniature a sfondo futuristico e cupo. La SEGA si era già accordata in precedenza per la licenza del marchio Warhammer, la versione fantasy dello stesso mondo.
http://www.wargamer.com/news/7592/slitherine-and-games-workshop-start-new-licensing-agreement
http://www.wargamer.com/news/7592/slitherine-and-games-workshop-start-new-licensing-agreement
AAR di March of the Eagles su The Wargamer
Su The Wargamer è stata postata la prima parte di un AAR con March of the Eagles:
giovedì 14 marzo 2013
Nuovi screenshots per CMFI Gustav Line
Ecco nuovi screenshots del primo modulo per CMFI.
Trovate gli altri qui: http://www.wargamer.fr/cmfi-gustav-line-nouveaux-screenshots/
Trovate gli altri qui: http://www.wargamer.fr/cmfi-gustav-line-nouveaux-screenshots/
Uscito HISTORY Legends of War
E' stato rilasciato questo nuovo gioco tattico Matrix\Slitherine incentrato sulle azioni della Terza Armata di Patton. E' un gioco a turni. Aspettiamo di vedere quanto prima qualche recensione.
http://www.matrixgames.com/products/436/details/HISTORY.Legends.of.War
http://www.matrixgames.com/products/436/details/HISTORY.Legends.of.War
martedì 12 marzo 2013
March of the Eagles - gestione della guerra
Su la Gazette du Wargamer trovate un'articolo sulla gestione della guerra nel gioco March of the Eagles:
LINES OF WELLINGTON - opinione
Ho avuto modo di vedere questo film, di cui forse avevo parlato qualche tempo fa; il tema storico è la ritirata dell'esercito anglo-portoghese sulla linea di Torres Vedras di fronte all'avanzata di Massena del 1810. Primo avvertimento, il film non è incentrato sulle battaglie, di fatto non si vedono scontri militari. Il film è un grande affresco del periodo e dei personaggi, e soprattutto della desolazione causata da guerra, terra bruciata e sfollamento. Si tratta di un film corale fatto da decine di personaggi caratteristici, in tre lingue (francese, inglese e portoghese): c'è il sergente portoghese, ex-contadino ansioso di vendicarsi dei francesi, la vedova di un caporale inglese di cui si innamora, il maggiore inglese dalla parlata perfetta, la signorina di buona famiglia inglese dai facili costumi, il ragazzino orfano portoghese, il signorotto portoghese in cerca della moglie, i disertori polacchi dell'esercito francese e ovviamente personaggi storici come Massena e Wellington. E infine la linea di Torres Vedras vista dagli sfollati come una sorta di ultima speranza di fronte alla perdita di tutto.
Insomma si tratta di un bel film storico, ben fatto, degno della migliore filmografia europea.
Insomma si tratta di un bel film storico, ben fatto, degno della migliore filmografia europea.
lunedì 11 marzo 2013
Rilasciata megapatch per War in the East
Oggi Matrix Games Ha rilasciato una nuova mega patch per Gary Grigsby War in the East;
http://matrixgames.com/products/372/downloads/
ecco il change log:
V1.06.27 – March 11, 2013
• New Features and Rule Changes
1. Production Change – Size 0 factories will now expand if they are past their start date.
2. Formula Change – Adjusted the way staging bases are selected for providing ground support aircraft to ground battles.
3. Editor – Improved the Upgrade all OB function. This function should be used only at the beginning of building a scenario (once the unit list has been created), as it often requires units to be rebuilt.
4. AI Improvement – Made a small improvement in how the AI builds lines in small scenarios.
5. PBEM - A possible exploit in PBEM games was identified and removed from the game. We suggest players use the latest version when playing PBEM.
• Bug Fixes
1. Fixed a bug causing the end game screen not to appear properly in small scenarios.
2. Fixed a bug where destroyed German units that were rebuilt were coming back with 10 less morale than they should have.
3. Fixed a bug where the CSV export could get corrupted if a name field is at the maximum value of 40 characters.
Data and Scenario Changes
1. Red Army Resurgent 42-43 Scenario - Corrected the starting MPs of the 1st Gds Mech Corps by setting it to 0 as the unit is frozen at the start.
V1.06.25 – December 28, 2012
• New Features and Rule Changes
1. Rule Change – Frozen support units are now reset during the logistics phase so they are not frozen. The intention is that support units should not be frozen.
2. Rule Change – Soviet factories no longer rise to their build limit on the turn they become active. Axis were already not rising starting with version 1.06.22. Both Soviet and Axis factories will not increase in size before their start date.
• Bug Fixes
1. Fixed a bug where Unready/depleted support units were not filtered correctly in the CR screen.
2. Fixed a bug in the data table for the support needs of certain ground element types. Heavy AT Guns now require 10 support (instead of 0), Light AT Guns require 2 support (instead of 0) and Heavy Infantry Guns require 12 support (instead of 1). These numbers are the amount of support required by 10 elements of the given type of ground element.
3. Fixed a bug where in some cases, mouse clicks on certain areas of the CR screen were not being recognized.
4. Fixed a bug where the number of available support units was not always displayed correctly (when assigning/forming support units).
5. Fixed a rare crash bug caused by using the Prev TOE(OB) option in the TOE window.
6. Fixed a bug that could cause prevent fighters from flying escort for air transport missions.
7. Fixed a bug causing the Demjansk scenario, and possibly other very small scenarios to end prematurely.
• Data and Scenario Changes
1. Made minor corrections in the wrob.dat and wrdevice.dat files to improve the flow of production into units.
V1.06.23 – December 16, 2012
• New Features and Rule Changes
1. Rule Change - Generic factories (ARM, HI, etc) with a non zero build limit and with factory size above it were being reduced to the build limit starting with version 1.06.22. Now, these factories are not affected by the reduction rule added in 1.06.22.
2. Formula Change – Adjusted Dive bombers accuracy when bombing cities.
3. Formula Change - Adjusted night bombing accuracy.
4. Formula Change - Adjusted city bombing routine.
• Bug Fixes
1. Fixed a bug where aircraft factories above the build limit were not being reduced to the build limit as intended by the changes in 1.06.22.
2. Fixed a bug where Soviet numbered air armies could get renamed.
V1.06.22 – November 29, 2012
• New Features and Rule Changes
1. New Rule – Air transport missions may only be flown by air groups that are located on airbases within 5 MPs of a supply source (rail net).
2. New Rule – Factories that are moved may not be moved again for twenty turns. The turn when it will be able to move again is shown on the city display when in rail transfer mode.
3. New Rule – Heavy Tank Brigades may not be used to form Soviet Corps.
4. Changes to Production Formulas
a) Axis factories no longer rise to their build limit on the turn they become active.
b) Factories with a size of 0 that have an expansion rate greater than 0 will no longer receive damage of 1 when they reach their availability date.
c) Factories that are set to values larger than their build limit will be set to their build limit during the next production cycle.
5. Changes to Equipment Scrapping, Swapping and Upgrading Formulas
a) Scrapping of ground equipment now begins exactly 12 months after the last month/year availability date, instead of at the start of the next calendar year after the last year of availability.
b) AFVs are no longer scrapped if they are being used by any units in the game.
c) Ground elements below 10 in the pool can be scrapped at a rate of 1 per turn so the pool will eventually be emptied.
d) Modified ground element and aircraft swapping to give priority to newer equipment.
e) Increased the chance to swap aircraft. Depleted groups still have a higher chance to swap.
f) Captured equipment will no longer upgrade to other captured equipment using the upgrade routines. They may swap out the captured equipment for other captured or normal equipment.
6. Changes to Combat Formulas
a) Reduced the fire of artillery elements during bombardment (2-hex) combat (primarily reduced the fire of defending artillery).
b) Defensive fire will be reduced to conserve ammunition if the attacker is relatively very small (roughly less than half the size of the defender).
c) If an artillery element is firing with its non-main gun devices only, 1/10 of the standard ammunition is used.
d) Removed very large ammo usage spikes by artillery ground elements in battle.
7. New Feature – Added event log messages when air groups withdraw.
8. Code Optimization – Optimized support unit assignment interface code.
• Bug Fixes
1. Fixed a bug where air groups that flew missions to the same hex that their airbase was located in were not being charged miles flown. Now a nominal amount of miles flown is charged to the air group. This will prevent heavy bombers from being able to fly repeated air transport missions in the same turn when flying to their same hex.
2. Fixed a bug that was preventing support units from receiving supplies when attached to units involved in a HQ buildup. This bug was causing the support units to lose morale and gain fatigue.
3. Fixed a bug that was causing partisan units to erroneously lose morale.
4. Fixed a bug in the editor where clicking on a location ID performed an unintended delete of the location.
5. Fixed a bug that was causing mountain units to pay 4 MP’s when moving through a mountain pass instead of the intended 3 MPs (since mountain units pay 3 MPs for any mountain hex).
6. Fixed a bug that made changing the HQ attachment of a broken down Soviet corps cost less APs than it should have. As of version 1.05.53 it should have followed these rules: When a broken down unit from a Soviet Corps of any kind changes its HQ attachment, all broken down units that are a part of that Corps will also change their HQ attachment. The cost for this change in HQ will be equal to the cost of changing the Corps.
7. Fixed a bug where an artillery unit attacking across an impassable river hexside could end up with negative movement points.
8. Fixed a bug that prevented the Soviet player from building new regular Mortar Brigades and Tank Brigades at times during 1944/45.
9. Fixed a bug in the AI where it could warp a unit into an overstack situation inside a pocket.
10. Fixed a bug where the game could freeze when all Soviet supply centers were captured. The game will now end if all supply centers of one side are captured.
11. Fixed two bugs with partisan units. In the first bug the partisan unit could end up with MPs, in the second it could end up stacked with an enemy unit.
12. Fixed a bug that prevented support units from getting ground element upgrades.
13. Fixed a bug preventing units attached to a city from upgrading/swapping ground elements.
14. Fixed a bug preventing artillery support units directly attached to a unit defending in a bombardment combat from being able to commit to the battle.
• Data and Scenario Changes
An update was made to the campaign scenario files and OB and Device data files. Going along with this data update, several programming changes were made to improve production. The logic behind the changes and the changes themselves are detailed below.
Developer’s Notes by Jim Wirth: The primary focus of this data update was to correct Axis production for errors and omissions resulting from scenario changes and developments introduced after production was originally setup as well as from missing or erroneous data. In addition a few changes were made to some of the German armor ratings not resulting from new information but rather due to either applying a more consistent methodology to calculating the values or incorporating data previously ignored, such as the pre-Barbarossa armor upgrade of the Panzer IIc. In some cases to get game production as close to historical as possible Production Start and End Dates were shifted a month or two in either direction. Finally to compensate as much as possible for the effect of using the production period for the service life when determining if a particular ground element (primarily AFVs) is subject to scrapping, the Production End Date was extended to the first month of a subsequent year. For example, the Panzer Ib which actually went out of production in June, 1937 has a Production End Date of January, 1941. Panzer Ibs will now not start being scrapped until 1942. Unfortunately this work-a-round can only be used for elements either not in production before June, 1941 or which upgrade in the course of the game. The one area of Axis production which was not changed was factory locations. It was the decision of the design and development team to defer those changes to subsequent games in the series.
Detailed changes to the Axis AFVs are as follows:
1. Panzer Ib (0001) – Production End Date changed from 6/37 to 1/41.
2. Panzer IIc (0002) – Frontal Armor increased by 15 (Note: All Panzer IIcs had additional armor added prior to Barbarossa); Production End Date changed from 4/40 to 1/42.
3. Panzer IIf (0003) – Initial Factory Size decreased by 2; Build Limit decreased by 2. Production End Date changed from 12/42 to 2/43.
4. Panzer IIL (0004) – Build Limit reduced by 1.
5. Flammpanzer II (0005) – Production End Date changed from 3/42 to 1/42.
6. Panzer IIIe (0006) – Production End Date changed from 7/40 to 1/41.
7. Panzer IIIj L/60 (0009) – Build Limit increased by 2.
8. Panzer IIIm (0010) – Build Limit decreased by 1.
9. Panzer IIIn (0011) – Build Limit decreased by 1.
10. Flammpanzer III (0012) – Build Limit increased by 10.
11. Panzer 35(t) (0013) – Production End Date changed from 12/38 to 1/41.
12. Panzer 38(t) (0014) – Production End Date changed from 10/40 to 1/41.
13. Panzer 38(t)E (0015) – Side Armor decreased by 4; Build Limit increased by 4; Expansion Rate increased by 1.
14. Panzer IVg L/43 (0020) – Build Limit decreased by 1.
15. Panzer IVh (0021) – Production End Date changed from 6/44 to 1/45; Expansion Rate decreased by 1.
16. Panther A (0023) – Production End Date changed from 4/44 to 1/45. Expansion Rated decreased by 2.
17. Panther G (0024) – Build Limit decreased by 2
18. Tiger (0025) – Production Start Date changed from 7/42 to 8/42; Production End Date changed from 12/44 to 8/44; Build Limit increased by 1.
19. King Tiger (0026) – Frontal Armor increased by 5; Production Start Date changed from 1/44 to 2/44.
20. Brummbar (0027) – Name changed to Sturmpanzer IV; Reliability Rating changed from 25 to 30.
21. Stug IIIb (0028) – Build Limit decreased by 2.
22. StuH42 (0029) – Production Start Date changed from 10/42 to 12/42; Production End Date changed from 2/45 to 9/45. (Note: Rate of production based on historical.)
23. Stug IIIf (0030) – Frontal Armor decreased by 23; Production End Date changed from 11/42 to 5/42; Build Limit decreased by 4. (Note: See Note to Stug IIIg.)
24. Stug IIIg (0031) – Bow (actually coaxial) Machinegun removed; Frontal Armor increased by 7; Production Start Date changed from 12/42 to 6/42; Ammo Use decreased by 18; Build Cost deceased by 2; Build Limit decreased by 2; Expansion Rate increased by 1. (Note: Historically half the Stug IIIfs did not received an armor upgrade and all of these were armed with the 75mm L/43 gun. The remainder of Stug IIIfs and all Stug IIIf/8s had the additional armor and 31 of the Stug IIIfs and all of the Stug IIIf/8s had the 75mm L/48 gun. Previously in the game the Stug IIIfs and the Stug IIIf/8s were combined and all had the additional armor and the 75mm L/43 gun. Historically only some (amount unknown) late production Stug IIIgs had the coaxial machinegun, the only feature that in game terms distinguished them from the Stug IIIfs/f8s with additional armor and the 75mm L/48 gun. By removing the coaxial machinegun from the Stug IIIg its production could be combined with that of the late model Stug IIIf and Stug IIIf/8 resulting in game production within 2% of historical.)
25. Jagdpanzer IV (0032) – Frontal Armor increased by 11; Side Armor increased by 2; Top Armor Increased by 4; Build Limit increased by 3; Production End Date changed from 9/44 to 1/45.
26. Marder II (SdKfz-132) (0034) – Production End Date changed from 6/43 to 9/43; Build Limit decreased by 1; Expansion Rate decreased by 1.
27. Marder II (SdKfz-131) (0035) – Expansion Rate increased by 1.
28. Marder III (0036) – Build Limit decreased by 2; Production End Date changed from 4/44 to 1/45.
29. Panzerjager 38(t) (0037) – Build Limit decreased by 1; Expansion Rate decreased by 1; Production End Date changed from 10/42 to 1/43.
30. Nashorn (0038) – Production Start Date changed from 2/43 to 3/43.
31. Hetzer (0039) – Frontal Armor decreased by 4; Build Limit reduced by 5; Expansion Rate decreased by 1.
32. Jagdpanzer IV/70(V) (0041) – Frontal Armor decreased by 10; Side Armor decreased by 6; Top Armor decreased by 1; Build Limit decreased by 2; Expansion Rate decreased by 1.
33. Jagdpanther (0042) – Initial Factory size decreased by 1; Frontal Armor decreased by 7; Top Armor increased by 2; Production Start Date changed from 1/44 to 2/44.
34. Elefant (0043) – Side Armor decreased by 8; Reliability Rating changed from 40 to 45.
35. Jagdtiger (0044) – Frontal Armor increased by 15; Top Armor increased by 2; Production Start Date changed from 7/44 to 8/44.
36. Hummel (0046) – Build Limit increased by 3.
37. SdKfz-10/4 (0048) – Initial Factory Size increased by 2; Build Limit increased by 2; Production End Date changed from 12/44 to 1/44.
38. Flakpanzer 38(t) (0049) – Frontal Armor increased by 4; Build Limit increased by 2; Expansion Rate increased by 1; Production End Date changed from 2/44 to 1/45.
39. Wirbelwind (0050) – Initial Factory Size increased by 1; Build Limit decreased by 2; Expansion Rate decreased by 3; Production End Date changed from 11/44 to 1/45.
40. Ostwind (0051) – Crew Size reduced by 1; Expansion Rate increased by 1.
41. sIG33 (0052) – Production End Date changed from 2/40 to 1/42.
42. sIG33 Grille (0053) – Crew Size deceased by 1; Build Limit decreased by 8; Expansion Rate decreased by 1. (Note: This vehicle “swapped” data base slots with the sIG33 (SdKfz-138) to reduce scenario edits.)
43. SdKfz-221(0054) – Production End Date changed from 5/40 to 1/41.
44. SdKfz-231 (0056) – Production End Date changed from 9/43 to 1/44.
45. SdKfz-234/1 (0057) – Production End Date changed from 1/45 to 10/44.
46. SdKfz-234/2 (0058) – Production Start Date changed from 9/43 to 1/44.
47. SdKfz-234/3 (0059) – Production End Date changed from 11/44 to 1/45.
48. SdKfz-234/4 (0060) – Build Limit increased by 1.
49. SdKfz-251/1 (0062) – Initial Factory Size decreased by 2: Build Limit decreased by 6; Expansion Rate decreased by 1; Production End Date changed from 8/43 to 1/44. (Note: All the SdKfz-251 variants were being over-produced and corrected to not exceed 40% of total production.)
50. SdKfz-251/10 (0063) – Initial Factory Size increased by 2; Build Limit decreased by 13; Expansion Rate decreased by 1.
51. SdKfz-251/2 (0064) – Initial Factory Size decreased by 6; Build Limit decreased by 6; Production End Date changed from 8/43 to 1/44.
52. SdKfz-251/1 (0065) – Build Limit decreased by 10.
53. SdKfz-233 (0066) – Build Limit deceased by 1.
54. SdKfz-251/17 (0090) – Build Limit decreased by 9.
55. SdKfz-251/22 (0107) – Build Limit decreased by 6; Expansion Rate decreased by 1.
56. Mobelwagen (0117) – Build Limit decreased by 1; Expansion Rate decreased by 1.
57. Panzer IVj (0125) – Build Limit increased by 3; Expansion Rate increased by 1.
58. SdKfz-251/9 (0126) – Build Limit decreased by 12.
59. SdKfz-6/2 (0127) – Production End Date changed from 12/43 to 5/42.
60. Stug IV (0170) – Build Limit increased by 1; Expansion Rate decreased by 1.
61. CV-33 (0177) – Production End Date changed from 12/41 to 1/42.
62. L6/40 (0178) – Production End Date changed from 9/42 to 1/43.
63. M-11/39 (0179) – Production End Date changed from 11/40 to 1/41.
64. M-13/40 (0180) – Initial Factory Size decreased by 1; Build Limit decreased by 1; Production End Date changed from 12/42 to 1/43.
65. M-15/42 (0181) – Production End Date changed from 9/45 to 8/43.
66. Semovente L40 da 47 (0183) – Production End Date changed from 2/43 to 4/43; Build Limit increased by 7.
67. Semovente M40 da 75 (0184) – Production End Date changed from 12/42 to 1/43.
68. Semovente M43 da 105 (0185) – Production End Date changed from 9/45 to 8/43.
69. Autoblinda (0187) – Initial Factory Size decreased by 1; Production Start Date changed from 1/40 to 1/41; Production End Date changed from 9/45 to 8/43; Build Limit decreased by 1.
70. Semovente M42 da 75 (0188) – Production Start Date changed from 3/43 to 5/43; Production End Date changed from 9/45 to 8/43; Build Limit increased by 1.
71. SdKfz-7/1 (0209) – Initial Factory Size decreased by 1; Production Start Date changed from 6/41 to 4/40; Production End Date changed from 9/43 to 10/44; 26 vehicles in 1941 pool; Expansion Rate decreased by 1.
72. SdKfz-7/2 (0210) – Initial Factory Size decreased by 2; Crew Size decreased by 3; Build Limit increased by 3.
73. Panzerjager 38(t)H (0216) – Build Limit increased by 1; Production End Date changed from 3/43 to 1/44.
74. Panzer 38(t) Aufklarer (0217) – Build Limit decreased by 2; Expansion Rate decreased by 1.
75. sIG33 (SdKfz-138) (0218) – Build Limit decreased by 3; Expansion Rate decreased by 1. (Note: See 42 above.)
76. Panzer IIIj L/42 (0219) – Build Limit increased by 2.
77. SdKfz-251/2 (0220) – Build Limit decreased by 10.
78. Panzer IVg L/48 (0221) – Build Limit increased by 1; Expansion Rate increased by 1; Production End Date changed from 4/43 to 1/44.
79. OA vz.30 (0225) – Production End Date changed from 12/41 to 1/42.
80. CKD-R1 (0226) – Production End Date changed from 12/42 to 1/43.
81. Vanatorul de care R-35 (0230) – Production End Date changed from 12/44 to 7/44.
82. TACAM T-60 (0237) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 9/45 to 9/43.
83. TACAM R-2 (0238) – Production Start Date changed from 7/44 to 1/44; Production End Date changed from 9/45 to 5/44.
84. Toldi II (0278) – Initial Factory Size decreased by 3; Production End Date changed from 6/42 to 2/42; Build Limit decreased by 1.
85. Turan-I (0279) – Initial Factory Size decreased by 1; Production Start Date changed from 9/41 to 11/41; Production End Date changed from 6/43 to 1/43; Build Limit decreased by 1.
86. Turan-II (0280) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 12/44 to 5/44.
87. Nimrod (0287) – Production End Date changed from 12/42 to 11/42; Build Limit increased by 2; Expansion Rate increased by 1.
88. 39M CSABA (0288) – Production End Date changed from 9/45 to 1/45; Build Limit decreased by 1; (Note: All CSABAs were produced prior to Barbarossa.)
89. Toldi IIa (0303) – Production Start Date changed from 1/43 to 7/42; Production End Date changed from 10/43 to 12/43; Build Limit decreased by 1.
90. Zrinyi II (0307) – Production Start Date changed from 1/43 to 5/43; Production End Date changed from 12/44 to 6/44.
91. LT-38 (0333) – Production End Date changed from 12/42 to 12/41.
92. LT-40 (0335) – Production End Date changed from 12/42 to 4/42.
Other Data Changes:
1. Renamed OB 336 from 41 Sturm Division to 41c Infantry Division. It will upgrade to a Sturm division (OB 337) in 1943.
2. Fixed several problems with German Cavalry brigades in all the Campaign scenarios and the Decision in the Ukraine scenario by using new Cavalry Brigade OBs.
3. The French Volunteer Regiment now uses the 44 Infantry Regiment OB in the 44 Campaign.
4. Changed Soviet rocket launchers to single device elements with adjusted ROF.
5. Changed 41 Infantry Regiment OB to upgrade to the 43 Infantry Regiment.
http://matrixgames.com/products/372/downloads/
ecco il change log:
V1.06.27 – March 11, 2013
• New Features and Rule Changes
1. Production Change – Size 0 factories will now expand if they are past their start date.
2. Formula Change – Adjusted the way staging bases are selected for providing ground support aircraft to ground battles.
3. Editor – Improved the Upgrade all OB function. This function should be used only at the beginning of building a scenario (once the unit list has been created), as it often requires units to be rebuilt.
4. AI Improvement – Made a small improvement in how the AI builds lines in small scenarios.
5. PBEM - A possible exploit in PBEM games was identified and removed from the game. We suggest players use the latest version when playing PBEM.
• Bug Fixes
1. Fixed a bug causing the end game screen not to appear properly in small scenarios.
2. Fixed a bug where destroyed German units that were rebuilt were coming back with 10 less morale than they should have.
3. Fixed a bug where the CSV export could get corrupted if a name field is at the maximum value of 40 characters.
Data and Scenario Changes
1. Red Army Resurgent 42-43 Scenario - Corrected the starting MPs of the 1st Gds Mech Corps by setting it to 0 as the unit is frozen at the start.
V1.06.25 – December 28, 2012
• New Features and Rule Changes
1. Rule Change – Frozen support units are now reset during the logistics phase so they are not frozen. The intention is that support units should not be frozen.
2. Rule Change – Soviet factories no longer rise to their build limit on the turn they become active. Axis were already not rising starting with version 1.06.22. Both Soviet and Axis factories will not increase in size before their start date.
• Bug Fixes
1. Fixed a bug where Unready/depleted support units were not filtered correctly in the CR screen.
2. Fixed a bug in the data table for the support needs of certain ground element types. Heavy AT Guns now require 10 support (instead of 0), Light AT Guns require 2 support (instead of 0) and Heavy Infantry Guns require 12 support (instead of 1). These numbers are the amount of support required by 10 elements of the given type of ground element.
3. Fixed a bug where in some cases, mouse clicks on certain areas of the CR screen were not being recognized.
4. Fixed a bug where the number of available support units was not always displayed correctly (when assigning/forming support units).
5. Fixed a rare crash bug caused by using the Prev TOE(OB) option in the TOE window.
6. Fixed a bug that could cause prevent fighters from flying escort for air transport missions.
7. Fixed a bug causing the Demjansk scenario, and possibly other very small scenarios to end prematurely.
• Data and Scenario Changes
1. Made minor corrections in the wrob.dat and wrdevice.dat files to improve the flow of production into units.
V1.06.23 – December 16, 2012
• New Features and Rule Changes
1. Rule Change - Generic factories (ARM, HI, etc) with a non zero build limit and with factory size above it were being reduced to the build limit starting with version 1.06.22. Now, these factories are not affected by the reduction rule added in 1.06.22.
2. Formula Change – Adjusted Dive bombers accuracy when bombing cities.
3. Formula Change - Adjusted night bombing accuracy.
4. Formula Change - Adjusted city bombing routine.
• Bug Fixes
1. Fixed a bug where aircraft factories above the build limit were not being reduced to the build limit as intended by the changes in 1.06.22.
2. Fixed a bug where Soviet numbered air armies could get renamed.
V1.06.22 – November 29, 2012
• New Features and Rule Changes
1. New Rule – Air transport missions may only be flown by air groups that are located on airbases within 5 MPs of a supply source (rail net).
2. New Rule – Factories that are moved may not be moved again for twenty turns. The turn when it will be able to move again is shown on the city display when in rail transfer mode.
3. New Rule – Heavy Tank Brigades may not be used to form Soviet Corps.
4. Changes to Production Formulas
a) Axis factories no longer rise to their build limit on the turn they become active.
b) Factories with a size of 0 that have an expansion rate greater than 0 will no longer receive damage of 1 when they reach their availability date.
c) Factories that are set to values larger than their build limit will be set to their build limit during the next production cycle.
5. Changes to Equipment Scrapping, Swapping and Upgrading Formulas
a) Scrapping of ground equipment now begins exactly 12 months after the last month/year availability date, instead of at the start of the next calendar year after the last year of availability.
b) AFVs are no longer scrapped if they are being used by any units in the game.
c) Ground elements below 10 in the pool can be scrapped at a rate of 1 per turn so the pool will eventually be emptied.
d) Modified ground element and aircraft swapping to give priority to newer equipment.
e) Increased the chance to swap aircraft. Depleted groups still have a higher chance to swap.
f) Captured equipment will no longer upgrade to other captured equipment using the upgrade routines. They may swap out the captured equipment for other captured or normal equipment.
6. Changes to Combat Formulas
a) Reduced the fire of artillery elements during bombardment (2-hex) combat (primarily reduced the fire of defending artillery).
b) Defensive fire will be reduced to conserve ammunition if the attacker is relatively very small (roughly less than half the size of the defender).
c) If an artillery element is firing with its non-main gun devices only, 1/10 of the standard ammunition is used.
d) Removed very large ammo usage spikes by artillery ground elements in battle.
7. New Feature – Added event log messages when air groups withdraw.
8. Code Optimization – Optimized support unit assignment interface code.
• Bug Fixes
1. Fixed a bug where air groups that flew missions to the same hex that their airbase was located in were not being charged miles flown. Now a nominal amount of miles flown is charged to the air group. This will prevent heavy bombers from being able to fly repeated air transport missions in the same turn when flying to their same hex.
2. Fixed a bug that was preventing support units from receiving supplies when attached to units involved in a HQ buildup. This bug was causing the support units to lose morale and gain fatigue.
3. Fixed a bug that was causing partisan units to erroneously lose morale.
4. Fixed a bug in the editor where clicking on a location ID performed an unintended delete of the location.
5. Fixed a bug that was causing mountain units to pay 4 MP’s when moving through a mountain pass instead of the intended 3 MPs (since mountain units pay 3 MPs for any mountain hex).
6. Fixed a bug that made changing the HQ attachment of a broken down Soviet corps cost less APs than it should have. As of version 1.05.53 it should have followed these rules: When a broken down unit from a Soviet Corps of any kind changes its HQ attachment, all broken down units that are a part of that Corps will also change their HQ attachment. The cost for this change in HQ will be equal to the cost of changing the Corps.
7. Fixed a bug where an artillery unit attacking across an impassable river hexside could end up with negative movement points.
8. Fixed a bug that prevented the Soviet player from building new regular Mortar Brigades and Tank Brigades at times during 1944/45.
9. Fixed a bug in the AI where it could warp a unit into an overstack situation inside a pocket.
10. Fixed a bug where the game could freeze when all Soviet supply centers were captured. The game will now end if all supply centers of one side are captured.
11. Fixed two bugs with partisan units. In the first bug the partisan unit could end up with MPs, in the second it could end up stacked with an enemy unit.
12. Fixed a bug that prevented support units from getting ground element upgrades.
13. Fixed a bug preventing units attached to a city from upgrading/swapping ground elements.
14. Fixed a bug preventing artillery support units directly attached to a unit defending in a bombardment combat from being able to commit to the battle.
• Data and Scenario Changes
An update was made to the campaign scenario files and OB and Device data files. Going along with this data update, several programming changes were made to improve production. The logic behind the changes and the changes themselves are detailed below.
Developer’s Notes by Jim Wirth: The primary focus of this data update was to correct Axis production for errors and omissions resulting from scenario changes and developments introduced after production was originally setup as well as from missing or erroneous data. In addition a few changes were made to some of the German armor ratings not resulting from new information but rather due to either applying a more consistent methodology to calculating the values or incorporating data previously ignored, such as the pre-Barbarossa armor upgrade of the Panzer IIc. In some cases to get game production as close to historical as possible Production Start and End Dates were shifted a month or two in either direction. Finally to compensate as much as possible for the effect of using the production period for the service life when determining if a particular ground element (primarily AFVs) is subject to scrapping, the Production End Date was extended to the first month of a subsequent year. For example, the Panzer Ib which actually went out of production in June, 1937 has a Production End Date of January, 1941. Panzer Ibs will now not start being scrapped until 1942. Unfortunately this work-a-round can only be used for elements either not in production before June, 1941 or which upgrade in the course of the game. The one area of Axis production which was not changed was factory locations. It was the decision of the design and development team to defer those changes to subsequent games in the series.
Detailed changes to the Axis AFVs are as follows:
1. Panzer Ib (0001) – Production End Date changed from 6/37 to 1/41.
2. Panzer IIc (0002) – Frontal Armor increased by 15 (Note: All Panzer IIcs had additional armor added prior to Barbarossa); Production End Date changed from 4/40 to 1/42.
3. Panzer IIf (0003) – Initial Factory Size decreased by 2; Build Limit decreased by 2. Production End Date changed from 12/42 to 2/43.
4. Panzer IIL (0004) – Build Limit reduced by 1.
5. Flammpanzer II (0005) – Production End Date changed from 3/42 to 1/42.
6. Panzer IIIe (0006) – Production End Date changed from 7/40 to 1/41.
7. Panzer IIIj L/60 (0009) – Build Limit increased by 2.
8. Panzer IIIm (0010) – Build Limit decreased by 1.
9. Panzer IIIn (0011) – Build Limit decreased by 1.
10. Flammpanzer III (0012) – Build Limit increased by 10.
11. Panzer 35(t) (0013) – Production End Date changed from 12/38 to 1/41.
12. Panzer 38(t) (0014) – Production End Date changed from 10/40 to 1/41.
13. Panzer 38(t)E (0015) – Side Armor decreased by 4; Build Limit increased by 4; Expansion Rate increased by 1.
14. Panzer IVg L/43 (0020) – Build Limit decreased by 1.
15. Panzer IVh (0021) – Production End Date changed from 6/44 to 1/45; Expansion Rate decreased by 1.
16. Panther A (0023) – Production End Date changed from 4/44 to 1/45. Expansion Rated decreased by 2.
17. Panther G (0024) – Build Limit decreased by 2
18. Tiger (0025) – Production Start Date changed from 7/42 to 8/42; Production End Date changed from 12/44 to 8/44; Build Limit increased by 1.
19. King Tiger (0026) – Frontal Armor increased by 5; Production Start Date changed from 1/44 to 2/44.
20. Brummbar (0027) – Name changed to Sturmpanzer IV; Reliability Rating changed from 25 to 30.
21. Stug IIIb (0028) – Build Limit decreased by 2.
22. StuH42 (0029) – Production Start Date changed from 10/42 to 12/42; Production End Date changed from 2/45 to 9/45. (Note: Rate of production based on historical.)
23. Stug IIIf (0030) – Frontal Armor decreased by 23; Production End Date changed from 11/42 to 5/42; Build Limit decreased by 4. (Note: See Note to Stug IIIg.)
24. Stug IIIg (0031) – Bow (actually coaxial) Machinegun removed; Frontal Armor increased by 7; Production Start Date changed from 12/42 to 6/42; Ammo Use decreased by 18; Build Cost deceased by 2; Build Limit decreased by 2; Expansion Rate increased by 1. (Note: Historically half the Stug IIIfs did not received an armor upgrade and all of these were armed with the 75mm L/43 gun. The remainder of Stug IIIfs and all Stug IIIf/8s had the additional armor and 31 of the Stug IIIfs and all of the Stug IIIf/8s had the 75mm L/48 gun. Previously in the game the Stug IIIfs and the Stug IIIf/8s were combined and all had the additional armor and the 75mm L/43 gun. Historically only some (amount unknown) late production Stug IIIgs had the coaxial machinegun, the only feature that in game terms distinguished them from the Stug IIIfs/f8s with additional armor and the 75mm L/48 gun. By removing the coaxial machinegun from the Stug IIIg its production could be combined with that of the late model Stug IIIf and Stug IIIf/8 resulting in game production within 2% of historical.)
25. Jagdpanzer IV (0032) – Frontal Armor increased by 11; Side Armor increased by 2; Top Armor Increased by 4; Build Limit increased by 3; Production End Date changed from 9/44 to 1/45.
26. Marder II (SdKfz-132) (0034) – Production End Date changed from 6/43 to 9/43; Build Limit decreased by 1; Expansion Rate decreased by 1.
27. Marder II (SdKfz-131) (0035) – Expansion Rate increased by 1.
28. Marder III (0036) – Build Limit decreased by 2; Production End Date changed from 4/44 to 1/45.
29. Panzerjager 38(t) (0037) – Build Limit decreased by 1; Expansion Rate decreased by 1; Production End Date changed from 10/42 to 1/43.
30. Nashorn (0038) – Production Start Date changed from 2/43 to 3/43.
31. Hetzer (0039) – Frontal Armor decreased by 4; Build Limit reduced by 5; Expansion Rate decreased by 1.
32. Jagdpanzer IV/70(V) (0041) – Frontal Armor decreased by 10; Side Armor decreased by 6; Top Armor decreased by 1; Build Limit decreased by 2; Expansion Rate decreased by 1.
33. Jagdpanther (0042) – Initial Factory size decreased by 1; Frontal Armor decreased by 7; Top Armor increased by 2; Production Start Date changed from 1/44 to 2/44.
34. Elefant (0043) – Side Armor decreased by 8; Reliability Rating changed from 40 to 45.
35. Jagdtiger (0044) – Frontal Armor increased by 15; Top Armor increased by 2; Production Start Date changed from 7/44 to 8/44.
36. Hummel (0046) – Build Limit increased by 3.
37. SdKfz-10/4 (0048) – Initial Factory Size increased by 2; Build Limit increased by 2; Production End Date changed from 12/44 to 1/44.
38. Flakpanzer 38(t) (0049) – Frontal Armor increased by 4; Build Limit increased by 2; Expansion Rate increased by 1; Production End Date changed from 2/44 to 1/45.
39. Wirbelwind (0050) – Initial Factory Size increased by 1; Build Limit decreased by 2; Expansion Rate decreased by 3; Production End Date changed from 11/44 to 1/45.
40. Ostwind (0051) – Crew Size reduced by 1; Expansion Rate increased by 1.
41. sIG33 (0052) – Production End Date changed from 2/40 to 1/42.
42. sIG33 Grille (0053) – Crew Size deceased by 1; Build Limit decreased by 8; Expansion Rate decreased by 1. (Note: This vehicle “swapped” data base slots with the sIG33 (SdKfz-138) to reduce scenario edits.)
43. SdKfz-221(0054) – Production End Date changed from 5/40 to 1/41.
44. SdKfz-231 (0056) – Production End Date changed from 9/43 to 1/44.
45. SdKfz-234/1 (0057) – Production End Date changed from 1/45 to 10/44.
46. SdKfz-234/2 (0058) – Production Start Date changed from 9/43 to 1/44.
47. SdKfz-234/3 (0059) – Production End Date changed from 11/44 to 1/45.
48. SdKfz-234/4 (0060) – Build Limit increased by 1.
49. SdKfz-251/1 (0062) – Initial Factory Size decreased by 2: Build Limit decreased by 6; Expansion Rate decreased by 1; Production End Date changed from 8/43 to 1/44. (Note: All the SdKfz-251 variants were being over-produced and corrected to not exceed 40% of total production.)
50. SdKfz-251/10 (0063) – Initial Factory Size increased by 2; Build Limit decreased by 13; Expansion Rate decreased by 1.
51. SdKfz-251/2 (0064) – Initial Factory Size decreased by 6; Build Limit decreased by 6; Production End Date changed from 8/43 to 1/44.
52. SdKfz-251/1 (0065) – Build Limit decreased by 10.
53. SdKfz-233 (0066) – Build Limit deceased by 1.
54. SdKfz-251/17 (0090) – Build Limit decreased by 9.
55. SdKfz-251/22 (0107) – Build Limit decreased by 6; Expansion Rate decreased by 1.
56. Mobelwagen (0117) – Build Limit decreased by 1; Expansion Rate decreased by 1.
57. Panzer IVj (0125) – Build Limit increased by 3; Expansion Rate increased by 1.
58. SdKfz-251/9 (0126) – Build Limit decreased by 12.
59. SdKfz-6/2 (0127) – Production End Date changed from 12/43 to 5/42.
60. Stug IV (0170) – Build Limit increased by 1; Expansion Rate decreased by 1.
61. CV-33 (0177) – Production End Date changed from 12/41 to 1/42.
62. L6/40 (0178) – Production End Date changed from 9/42 to 1/43.
63. M-11/39 (0179) – Production End Date changed from 11/40 to 1/41.
64. M-13/40 (0180) – Initial Factory Size decreased by 1; Build Limit decreased by 1; Production End Date changed from 12/42 to 1/43.
65. M-15/42 (0181) – Production End Date changed from 9/45 to 8/43.
66. Semovente L40 da 47 (0183) – Production End Date changed from 2/43 to 4/43; Build Limit increased by 7.
67. Semovente M40 da 75 (0184) – Production End Date changed from 12/42 to 1/43.
68. Semovente M43 da 105 (0185) – Production End Date changed from 9/45 to 8/43.
69. Autoblinda (0187) – Initial Factory Size decreased by 1; Production Start Date changed from 1/40 to 1/41; Production End Date changed from 9/45 to 8/43; Build Limit decreased by 1.
70. Semovente M42 da 75 (0188) – Production Start Date changed from 3/43 to 5/43; Production End Date changed from 9/45 to 8/43; Build Limit increased by 1.
71. SdKfz-7/1 (0209) – Initial Factory Size decreased by 1; Production Start Date changed from 6/41 to 4/40; Production End Date changed from 9/43 to 10/44; 26 vehicles in 1941 pool; Expansion Rate decreased by 1.
72. SdKfz-7/2 (0210) – Initial Factory Size decreased by 2; Crew Size decreased by 3; Build Limit increased by 3.
73. Panzerjager 38(t)H (0216) – Build Limit increased by 1; Production End Date changed from 3/43 to 1/44.
74. Panzer 38(t) Aufklarer (0217) – Build Limit decreased by 2; Expansion Rate decreased by 1.
75. sIG33 (SdKfz-138) (0218) – Build Limit decreased by 3; Expansion Rate decreased by 1. (Note: See 42 above.)
76. Panzer IIIj L/42 (0219) – Build Limit increased by 2.
77. SdKfz-251/2 (0220) – Build Limit decreased by 10.
78. Panzer IVg L/48 (0221) – Build Limit increased by 1; Expansion Rate increased by 1; Production End Date changed from 4/43 to 1/44.
79. OA vz.30 (0225) – Production End Date changed from 12/41 to 1/42.
80. CKD-R1 (0226) – Production End Date changed from 12/42 to 1/43.
81. Vanatorul de care R-35 (0230) – Production End Date changed from 12/44 to 7/44.
82. TACAM T-60 (0237) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 9/45 to 9/43.
83. TACAM R-2 (0238) – Production Start Date changed from 7/44 to 1/44; Production End Date changed from 9/45 to 5/44.
84. Toldi II (0278) – Initial Factory Size decreased by 3; Production End Date changed from 6/42 to 2/42; Build Limit decreased by 1.
85. Turan-I (0279) – Initial Factory Size decreased by 1; Production Start Date changed from 9/41 to 11/41; Production End Date changed from 6/43 to 1/43; Build Limit decreased by 1.
86. Turan-II (0280) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 12/44 to 5/44.
87. Nimrod (0287) – Production End Date changed from 12/42 to 11/42; Build Limit increased by 2; Expansion Rate increased by 1.
88. 39M CSABA (0288) – Production End Date changed from 9/45 to 1/45; Build Limit decreased by 1; (Note: All CSABAs were produced prior to Barbarossa.)
89. Toldi IIa (0303) – Production Start Date changed from 1/43 to 7/42; Production End Date changed from 10/43 to 12/43; Build Limit decreased by 1.
90. Zrinyi II (0307) – Production Start Date changed from 1/43 to 5/43; Production End Date changed from 12/44 to 6/44.
91. LT-38 (0333) – Production End Date changed from 12/42 to 12/41.
92. LT-40 (0335) – Production End Date changed from 12/42 to 4/42.
Other Data Changes:
1. Renamed OB 336 from 41 Sturm Division to 41c Infantry Division. It will upgrade to a Sturm division (OB 337) in 1943.
2. Fixed several problems with German Cavalry brigades in all the Campaign scenarios and the Decision in the Ukraine scenario by using new Cavalry Brigade OBs.
3. The French Volunteer Regiment now uses the 44 Infantry Regiment OB in the 44 Campaign.
4. Changed Soviet rocket launchers to single device elements with adjusted ROF.
5. Changed 41 Infantry Regiment OB to upgrade to the 43 Infantry Regiment.
Nuova DLC per Achtung Panzer: Operation Hooper
Come già annunciato in precedenza il mondo di Achtung Panzer (ormai GTOS, Graviteam Tactics: Operation Star) sta evolvendo verso un engine a tutto tondo di simulazione tattico-operazionale. Dopo una piccola DLC di reskin per l'HD (http://www.gamersgate.com/DLC-APOSGTHRTP1/graviteam-tactics-operation-star-dlc-high-resolution-textures-pack-1) è stata annunciata una DLC che cambia completamente lo scenario: Operation Hooper è uno scenario ambientato nell'Angola del 1988, dove Cubani e Angolani si scontrano con l'UNITA appoggiato dai Sud Africani. L'ambientazione quindi è simile a quella di uno degli scenari di Blaze of War, ma stavolta si tratta non di una simulazione ma di un tattico.
The DLC will be devoted to an attack on the Cuito Cuanvale base in 20th of February 1988.
DLC adds to the game:
1) Two new combatants for operations and quick battle are Angolan army and SADF.
2) The new area 120 square kilometers wide.
3) 3 operations for Angola, UNITA and SADF.
4) Weapons and equipment that was used in the conflict.
The DLC will be devoted to an attack on the Cuito Cuanvale base in 20th of February 1988.
DLC adds to the game:
1) Two new combatants for operations and quick battle are Angolan army and SADF.
2) The new area 120 square kilometers wide.
3) 3 operations for Angola, UNITA and SADF.
4) Weapons and equipment that was used in the conflict.
Nel frattempo i lavori sulla patch di Marzo procedono, mentre è stata annunciata una politica di DLC maggiori e minori per l'engine di APOS.
Ecco alcune immagini di Operation Hooper.
domenica 10 marzo 2013
Crusader Kings II: The Republic and Sunset Invasion DLC review su The Wargamer
Su The Wargamer trovate una recensione dedicate alle ultime due LDC di Crusader Kings II: The Republic e Sunset Invasion.
http://www.wargamer.com/article/3325/pc-game-review-crusader-kings-ii-the-republic-and-sunset-invasion-dlc
http://www.wargamer.com/article/3325/pc-game-review-crusader-kings-ii-the-republic-and-sunset-invasion-dlc
sabato 9 marzo 2013
Test del mod Napoleonico per Scourge of War
La versione gold del mod Napoleonico è uscita ieri e giustamente l'abbiamo battezzata con un test in multi. L'impressione è senz'altro positiva, non è perfetta ma appare molto godibile, la cavalleria carica, i quadrati resistono, i movimenti dell'AI sono buoni. Certo c'è la tendenza a combattere principalmente in linea del gioco originale e forzare l'attacco in colonna è macchinoso, ma ho suggerito una modifica a Gunship per vedere se realizzabile.
Qui potete vedere qualche immagine:
http://kriegsspiel.forumotion.net/t663-napoleonic-mod-now-working-in-mp
e qui un piccolo video dall'alto.
Qui potete vedere qualche immagine:
http://kriegsspiel.forumotion.net/t663-napoleonic-mod-now-working-in-mp
e qui un piccolo video dall'alto.
venerdì 8 marzo 2013
Annunciato Supreme Ruler 1936
E' stata annunciata la nuova incarnazione di Supreme Ruler: Supreme Ruler 1936.
http://www.battlegoat.com/
Ecco le features:
In Supreme Ruler 1936, players will be able to embark on the road to war in many different ways. Economic, scientific, and diplomatic challenges will certainly influence the ability of their nation to impose its will on the world. Meanwhile military buildups and escalating tensions throughout the world continue, as some nations flex their military might seeking to expand their territories, while others pursue peaceful and isolationist policies in hopes of avoiding a second world war.
Play Multiple Campaigns from either Axis or Allied perspective.
Take Control of any Nation in the World in Sandbox Mode and see how you can impact the outcome of the era.
Challenge yourself with many Historical Scenarios for a quicker and fast-paced gameplay experience.
The butterfly effect… Influence the timeline and outcome of thousands of historical events.
Use Diplomacy, Trade, Espionage, and Intimidation to influence the policies of other nations.
Research new Technologies to give your nation a significant military advantage including the Race for the Atomic Bomb!
odernize your economy to become a world leader and support whatever social and military policies you choose.
Manage as much or as little of your military forces and production as you like by setting your Defense Minister’s level of control.
When diplomacy fails… Sophisticated Real-Time Strategic and Tactical Control of your Military Forces.
Battle your enemy and Mother Nature, as a fully integrated weather model influences the outcomes of the battlefield.
Significant graphic improvements to 3D terrain and Graphic User Interface
Up to 16 players in Multiplayer over local network or Internet.
http://www.battlegoat.com/
Ecco le features:
In Supreme Ruler 1936, players will be able to embark on the road to war in many different ways. Economic, scientific, and diplomatic challenges will certainly influence the ability of their nation to impose its will on the world. Meanwhile military buildups and escalating tensions throughout the world continue, as some nations flex their military might seeking to expand their territories, while others pursue peaceful and isolationist policies in hopes of avoiding a second world war.
Play Multiple Campaigns from either Axis or Allied perspective.
Take Control of any Nation in the World in Sandbox Mode and see how you can impact the outcome of the era.
Challenge yourself with many Historical Scenarios for a quicker and fast-paced gameplay experience.
The butterfly effect… Influence the timeline and outcome of thousands of historical events.
Use Diplomacy, Trade, Espionage, and Intimidation to influence the policies of other nations.
Research new Technologies to give your nation a significant military advantage including the Race for the Atomic Bomb!
odernize your economy to become a world leader and support whatever social and military policies you choose.
Manage as much or as little of your military forces and production as you like by setting your Defense Minister’s level of control.
When diplomacy fails… Sophisticated Real-Time Strategic and Tactical Control of your Military Forces.
Battle your enemy and Mother Nature, as a fully integrated weather model influences the outcomes of the battlefield.
Significant graphic improvements to 3D terrain and Graphic User Interface
Up to 16 players in Multiplayer over local network or Internet.
Devo dire che non conosco bene la serie, non mi pare abbia avuto un successone
Hegemony Rome developer diary
Dopo un po' che non sentivo più nulla ecco un nuovo developer diary per Hegemony Rome, seguito di Hegemony Ancient Greece, bel gioco strategico in real time.
Etichette:
Developer Diary,
hegemony rome,
longbow,
trailer,
video
giovedì 7 marzo 2013
Flashpoint Germany 2: Red Storm alcune news
News di Marzo riguardo Flashpoint Germany 2: Red Storm:
1. In the past two weeks we team has shifted the name of the game from Flashpoint Germany 2: Red Storm or FPG2:RS to the more proper name of Flashpoint Campaigns: Red Storm or FPC:RS. We did this to better reflect the modular nature and expandability of the core game engine. Red Storm covers the 80's in Central Europe and has the same nations as the original FPG. We do plan on expanding both this starting module with more nations, scenarios, etc, but we are also looking at new content modules as well. Assuming the game sells and folks want more stuff.
2. Work on getting the PBEM++ up and running is going slower than we would like, but it is getting close to testing.
3. We are still killing smaller and smaller bugs. Fixing data errors and glitches. Moving files and folders into final structures for future use. A bigger job then it sounds by the way, but it does help show any bad pathing assignments in the code.
4. We implemented a new and better system for determining the number of orders a side gets if you play with limited staff orders on. Instead of being a fixed value in the data files it is now dynamically calculated based on what is in the scenarios and the modifiers for EW impact and unit losses have moved to the data section.
5. We are close to getting both box art and a documentation guy from Matrix. Once they are free from finishing the project they are on we will slide into their queue. Hopefully that will also be at the same time we get an official announcement and dedicated forum section. Then we will really talk up what is going on.
6. Steve is working on scenarios. We have a bunch of them.
7. Rob and I are bug huinting and working on getting the last of the required game engine bits up and running correctly. This includes AI tweaking and responding to our Beta testers.
1. In the past two weeks we team has shifted the name of the game from Flashpoint Germany 2: Red Storm or FPG2:RS to the more proper name of Flashpoint Campaigns: Red Storm or FPC:RS. We did this to better reflect the modular nature and expandability of the core game engine. Red Storm covers the 80's in Central Europe and has the same nations as the original FPG. We do plan on expanding both this starting module with more nations, scenarios, etc, but we are also looking at new content modules as well. Assuming the game sells and folks want more stuff.
2. Work on getting the PBEM++ up and running is going slower than we would like, but it is getting close to testing.
3. We are still killing smaller and smaller bugs. Fixing data errors and glitches. Moving files and folders into final structures for future use. A bigger job then it sounds by the way, but it does help show any bad pathing assignments in the code.
4. We implemented a new and better system for determining the number of orders a side gets if you play with limited staff orders on. Instead of being a fixed value in the data files it is now dynamically calculated based on what is in the scenarios and the modifiers for EW impact and unit losses have moved to the data section.
5. We are close to getting both box art and a documentation guy from Matrix. Once they are free from finishing the project they are on we will slide into their queue. Hopefully that will also be at the same time we get an official announcement and dedicated forum section. Then we will really talk up what is going on.
6. Steve is working on scenarios. We have a bunch of them.
7. Rob and I are bug huinting and working on getting the last of the required game engine bits up and running correctly. This includes AI tweaking and responding to our Beta testers.
Immagini dell'Alpha di Arma 3
Come molti avranno già visto su Steam si può preacquistare Arma 3 e giocare la Alpha version. Su SimHQ trovate alcune immagini fatte dal team del sito:
http://simhq.com/forum/ubbthreads.php/topics/3746019
Purtroppo non ho i requisiti minimi nel PC, ma se anche li avessi visto quanto poco ho giocato a Arma 2 dubito che lo prenderei.
http://simhq.com/forum/ubbthreads.php/topics/3746019
Purtroppo non ho i requisiti minimi nel PC, ma se anche li avessi visto quanto poco ho giocato a Arma 2 dubito che lo prenderei.
Etichette:
alpha,
arma 3,
pre-acquisto.,
steam,
version
Starship Corporation
Trailer di gioco strategico indie:
Starship Corporation is a Realtime Strategy Game that contains 4 Elements:
Ship Design
Crew and AI Tactics
Ship Building
and Trade
The player is able to create the layout for Spaceships and Planetary Installations with multiple decks within the boundaries of existing fuselages. He can choose between (currently) 50 Room types in 6 categories .
A completed Design can then be challenged by playing a series of missions to test the crews reaction to emergencies and the ships combat capabilities. The success of these missions determines the ships rating, important for a good price on the market or the ships performance in your own fleet.
Starship Corporation is a Realtime Strategy Game that contains 4 Elements:
Ship Design
Crew and AI Tactics
Ship Building
and Trade
The player is able to create the layout for Spaceships and Planetary Installations with multiple decks within the boundaries of existing fuselages. He can choose between (currently) 50 Room types in 6 categories .
A completed Design can then be challenged by playing a series of missions to test the crews reaction to emergencies and the ships combat capabilities. The success of these missions determines the ships rating, important for a good price on the market or the ships performance in your own fleet.
Questi giochi ti fanno respirare ancora l'aria di quando erano le idee e non la grafica ad essere alla base dei giochi strategici.
martedì 5 marzo 2013
MASTERS OF THE WORLD - Geopolitical Simulator 3
Trailer di questo nuovo gioco di simulazione geopolitica; è dai tempi di Balance of Power che non gioco un simulatore geopolitico.
http://www.masters-of-the-world.com/multimedia.php?langue=en
http://www.masters-of-the-world.com/multimedia.php?langue=en
Sniper 2: Ghost Warrior - Tactical Optics Trailer
Video dimostrativo di Sniper 2: Ghost Warrior. Questa volta mostra le ottiche.
lunedì 4 marzo 2013
Unity of Command breve video di gameplay
Ecco un video di gameplay fatto con Unity of Command, gioco operazionale user-friendly. In questo caso i Sovietici riescono a conquistare Kiev.
Etichette:
gameplay,
kiev,
sovietici,
Unity of Command,
video
domenica 3 marzo 2013
Scourge of War GCM\HITS match numero 8
Violentissimo scontro ieri sera con l'ibrido GCM\ITS a Scourge of War; eravamo in 19 e stavolta avevo il comando dei nordisti. A dire il vero, dopo aver settato il piano iniziale mi sono occupato solo di un fianco in prima persona, delegando l'altro fianco ad uno dei comandanti di divisione sul posto, non avrei mai potuto gestirlo da solo. L'idea iniziale era di concentrare in una massa le divisioni di un fianco prima dello scontro e poi farle marciare da est verso ovest poggiando il fianco sul fiume; una delle tre doveva rimanere come forza di copertura\riserva per coprire le spalle. Da nord una singola divisione con l'appoggio della piccola riserva doveva agire come incudine a tenere occupati i nemici senza ingaggiarsi decisivamente, sfruttando anche il bosco come fattore difensivo, alla fine i nemici sarebbero stati presi da due direzioni: da est e da nord e pressati contro il fiume. Idealmente qualunque forza isolata lungo il fiume si sarebbe trovata contro una forza di tre divisioni, quindi perchè ormai conosco la tendenza dei giocatori a fare grandi movimenti in isolamento.
Ovviamente non tutto è andato come pianificato, ma è anche per questo che preferisco agire con le truppe già riunite. Una delle divisioni ad est, ha sbagliato strada ed ha combattuto per tutto il match uno scontro 1vs1 con un altra divisione nemica, mentre le altre due hanno si respinto un'altra divisione nemica isolata, ma questo ha ritardato la loro marcia ad est, lasciando solo una forza di copertura, come dimostrazione. La forza a nord ha tenuto a bada una forza nemica di due divisioni e mezza per tutto il tempo, ma contrariamente ha quanto avevo chiesto ha esposto il suo fianco sinistro troppo in avanti per coprire un obbiettivo, costringendomi ad impegnare la riserva in una posizione infelice e questo ci è costato molte perdite ed un collasso prematuro del fianco, grazie al cielo poco sfruttato dal nemico.
Alla fine l'attacco da sinistra si è manifestato con una forza di una divisione e mezza che ha respinto il nemico già stanco indietro gradualmente e la conquista di due obbiettivi nel giro di 10 minuti, mentre l'altra mezza divisione teneva a bada il ritorno offensivo della divisione isolata.
Ovviamente non tutto è andato come pianificato, ma è anche per questo che preferisco agire con le truppe già riunite. Una delle divisioni ad est, ha sbagliato strada ed ha combattuto per tutto il match uno scontro 1vs1 con un altra divisione nemica, mentre le altre due hanno si respinto un'altra divisione nemica isolata, ma questo ha ritardato la loro marcia ad est, lasciando solo una forza di copertura, come dimostrazione. La forza a nord ha tenuto a bada una forza nemica di due divisioni e mezza per tutto il tempo, ma contrariamente ha quanto avevo chiesto ha esposto il suo fianco sinistro troppo in avanti per coprire un obbiettivo, costringendomi ad impegnare la riserva in una posizione infelice e questo ci è costato molte perdite ed un collasso prematuro del fianco, grazie al cielo poco sfruttato dal nemico.
Alla fine l'attacco da sinistra si è manifestato con una forza di una divisione e mezza che ha respinto il nemico già stanco indietro gradualmente e la conquista di due obbiettivi nel giro di 10 minuti, mentre l'altra mezza divisione teneva a bada il ritorno offensivo della divisione isolata.
sabato 2 marzo 2013
Rilasciata la beta patch 1.6 di Scourge of War
Finalmente le patch che permette di usare il mod napoleonico in multiplayer:
http://www.norbsoftware.com/Downloads/Beta/SOWGBPatch_16Beta.exe
Ecco il change log:
Version 1.6
New Features
* It is now possible to modify unitglobal.csv, unitmodel.csv, munitions.csv and unitpack.csv files for Multiplayer games.
* The unit currently selected in-game will now be selected when the "Compose Courier Message" window is opened.
* New grass, dirt, woods, rocks, and water textures for all Gettysburg and Antietam maps have been added.
* There is now no limit on the number of human courier messages in Single Player and Multiplayer games.
* The realism of the "line of sight" calculation for units has been improved. Friendly units are now more likely to obstruct each other, and "shooting over" problems are reduced.
Bug fixes
* Cavalry now less likely to withdraw when under fire.
* Units retreating in close quarters will now halt and reform when a large enough gap between units is available.
* A bug that prevented courier orders from being obeyed until the "Time" setting was altered has been fixed.
* A bug that prevented courier orders from being executed until a previous "Move to This Map Point" destination was reached has been fixed. A separate command for waypoints has been added.
* A bug that prevented courier facing orders from being executed correctly has been fixed. A new command, "Face your unit in this direction upon arrival," has been added. The facing direction command must be given after the move order and before the formation is specified; e.g., "General A, move to x farm, face to the SW, form your brigade in a line."
* Units will no longer spawn in rivers at the beginning of Sandbox battles.
* Supply wagons will be less likely to move too close to the enemy during combat.
* Antietam and Chancellorsville roads have been corrected.
* The missing basement on the St. George Church has been added.
* Buildings in the Salem Church map have been corrected.
* A conflict in MultiPlayer when different "Aicount"s were specified by host and clients has been fixed.
* Units will now be less likely to unrealistically re-form under fire.
* Fixed a scoring bug linked to officer respawning.
* Fixed AN07 carryover to AN14 scenario issue.
http://www.norbsoftware.com/Downloads/Beta/SOWGBPatch_16Beta.exe
Ecco il change log:
Version 1.6
New Features
* It is now possible to modify unitglobal.csv, unitmodel.csv, munitions.csv and unitpack.csv files for Multiplayer games.
* The unit currently selected in-game will now be selected when the "Compose Courier Message" window is opened.
* New grass, dirt, woods, rocks, and water textures for all Gettysburg and Antietam maps have been added.
* There is now no limit on the number of human courier messages in Single Player and Multiplayer games.
* The realism of the "line of sight" calculation for units has been improved. Friendly units are now more likely to obstruct each other, and "shooting over" problems are reduced.
Bug fixes
* Cavalry now less likely to withdraw when under fire.
* Units retreating in close quarters will now halt and reform when a large enough gap between units is available.
* A bug that prevented courier orders from being obeyed until the "Time" setting was altered has been fixed.
* A bug that prevented courier orders from being executed until a previous "Move to This Map Point" destination was reached has been fixed. A separate command for waypoints has been added.
* A bug that prevented courier facing orders from being executed correctly has been fixed. A new command, "Face your unit in this direction upon arrival," has been added. The facing direction command must be given after the move order and before the formation is specified; e.g., "General A, move to x farm, face to the SW, form your brigade in a line."
* Units will no longer spawn in rivers at the beginning of Sandbox battles.
* Supply wagons will be less likely to move too close to the enemy during combat.
* Antietam and Chancellorsville roads have been corrected.
* The missing basement on the St. George Church has been added.
* Buildings in the Salem Church map have been corrected.
* A conflict in MultiPlayer when different "Aicount"s were specified by host and clients has been fixed.
* Units will now be less likely to unrealistically re-form under fire.
* Fixed a scoring bug linked to officer respawning.
* Fixed AN07 carryover to AN14 scenario issue.
venerdì 1 marzo 2013
The End Of The Scharnhorst
Documentario sull'incrociatore da battaglia tedesco Scharnhorst, bellissima nave da battaglia tedesca, affondata nel 1943 alla battaglia dell'Isola degli Orsi.
giovedì 28 febbraio 2013
Total War: ROME II - The Battle of Teutoburg Forest
Nuovo trailer per Total War Rome 2, appunto con tema la battaglia della Foresta di Teutoburgo
Arma III a Steam exclusive
Su Gamespot è uscita la notizia che Arma 3 sarà distribuito esclusivamente su Steam:
http://www.gamespot.com/news/arma-iii-a-steam-exclusive-6404338
http://www.gamespot.com/news/arma-iii-a-steam-exclusive-6404338
Etichette:
arma 3,
distribuzione,
esclusiva,
steam
mercoledì 27 febbraio 2013
SOW Napoleonic Mod/Garnier terrain
Video dimostrativo a Scourge con il mod Napoleonico e il mod per i terreni di Garnier.
Etichette:
gameplay,
garnier mod,
mod napoelonico,
Scourge of War,
terrain,
video
Review di March of the Eagles
Su la Gazette du Wargamer trovate una prima review di March of the Eagles:
http://www.wargamer.fr/test-de-march-of-the-eagles/
Il giudizio finale è che tutto sommato valga i suoi 20 euro.
http://www.wargamer.fr/test-de-march-of-the-eagles/
Il giudizio finale è che tutto sommato valga i suoi 20 euro.
martedì 26 febbraio 2013
Alea Jacta Est – Cantabrian Wars Scenario DLC
Su Grogshead trovate una review della DLC per AJE, Alea Jacta Est
http://www.grogheads.com/rev-cant.html
http://www.grogheads.com/rev-cant.html
Parte 13 PBEM War in the East
Siamo ancora nel mezzo del fango, ma mi sto già preparando per la sua prossima offensiva: il suo sfondamento nel Caucaso mi ha sorpreso un po', ma la pagherà con meno forza d'urto a Maggio-Giugno.
Etichette:
AAR,
gamplay,
PBEM,
video,
War in the East
lunedì 25 febbraio 2013
Qualche nuova immagine del work in progess di Les Grognards
Ecco altre immagini del WIP di Les Grognards:
http://www.histwar.org/forum/index.php?action=post;quote=98360;topic=7307.0;last_msg=98365
Non c'è che dire graficamente il miglioramento si vede, ma che dire del gameplay? Ancora non si sa. Senza una decisa svolta verso un gameplay che si discosti dall'attuale, rimarrà sempre un'opera incompiuta.
http://www.histwar.org/forum/index.php?action=post;quote=98360;topic=7307.0;last_msg=98365
Non c'è che dire graficamente il miglioramento si vede, ma che dire del gameplay? Ancora non si sa. Senza una decisa svolta verso un gameplay che si discosti dall'attuale, rimarrà sempre un'opera incompiuta.
Wings of the Red Star: Great Patriotic War Red Air Force vs Luftwaffe
Documentario di Discovery Channel sulla guerra aerea all'est durante la Seconda Guerra Mondiale:
domenica 24 febbraio 2013
East vs West Developer diary 4
Quarto dev. diary per East vs West:
http://forum.paradoxplaza.com/forum/content.php?1318-East-vs-West-Developer-diary-4-Master-of-the-Seas
Dalle immagini sembra davvero fatto bene, probabilmente un po' diverso dal solito HOI; sembra molto dettagliato sulle armi.
http://forum.paradoxplaza.com/forum/content.php?1318-East-vs-West-Developer-diary-4-Master-of-the-Seas
Dalle immagini sembra davvero fatto bene, probabilmente un po' diverso dal solito HOI; sembra molto dettagliato sulle armi.
sabato 23 febbraio 2013
Kharkov: Disaster on the Donets recensione
Su Netwargaming Italia trovate una recensione di Kharkov: Disaster on the Donets fatta da JMass.
http://www.netwargamingitalia.net/2013/recensione/kharkov-disaster-on-the-donets/
http://www.netwargamingitalia.net/2013/recensione/kharkov-disaster-on-the-donets/
Svelato il trailer misterioso di bitComposer
E' stato svelato cosa nascondesse il trailer misterioso di chi parlavo qui: http://warforgame.blogspot.it/2013/02/trailer-misterioso-della-bitcomposer.html . Si tratta della terza incarnazione della serie Air Conflicts (Secret Wars e Pacific Carriers); si chiamerà Air Conflicts: Vietnam. Ovviamente lo stile sarà lo stesso dei precedenti, vale a dire un arcade-action flight game.
venerdì 22 febbraio 2013
Review di Command Ops su La Gazette
Su la Gazette du Wargamer trovate una review di Command Ops Battle for the Bulge:
http://www.wargamer.fr/command-ops-battles-from-the-bulge-un-wargame-qui-exigera-de-vous-du-sang-et-des-tripes/
http://www.wargamer.fr/command-ops-battles-from-the-bulge-un-wargame-qui-exigera-de-vous-du-sang-et-des-tripes/
giovedì 21 febbraio 2013
Review di Eador 1 su Grogheads
Aspettando Eador 2 su Grogheads trovate una review molto positiva di Eador 1 Genesis.
http://www.grogheads.com/rev-eador.html
http://www.grogheads.com/rev-eador.html
Video da SimHQ su partita ad Iron Front Liberation
Come ho già avuto modo di dire su SimHQ organizzano ogni sabato partita di gruppo ad Arma e Iron Front.
Ecco un po' di video di gameplay con Iron Front dalla partita di sabato:
Ecco un po' di video di gameplay con Iron Front dalla partita di sabato:
mercoledì 20 febbraio 2013
Annunciato Combat Mission: Fortress Italy - Gustav Line
E' stato annunciato il rilascio prossimo del nuovo modulo per Fortress Italy - Gustav Line. Come si può intuire dal titolo sarà un modulo sullo scontro lungo la linea Gustav, Cassino in particolare.
Ci saranno i parà tedeschi, più nazioni, le stagioni, le armi antiaeree, formazioni differenti a seconda della nazione.
Comunque ecco un link dove potete trovare l'elenco completo e le immagini:
http://www.wargamer.com/article/3307/press-release-combat-mission-fortress-italy-gustav-line-announced
Nel frattempo è stato anche rilasciata la patch 2.01 per CMBN upgradato alla versione 2.0.
http://www.battlefront.com/index.php?option=com_content&task=category§ionid=38&id=281&Itemid=518
change log
New 2.01 Feature List
Corrected issues with deploying MGs in buildings.
Soldiers fire weapons faster at short ranges, especially Garand rifles.
Small arms fire causes more suppression than before.
General improvements to MG performance behavior. See note below this list for more information.
Sandbags, wire, foxholes, hedgehogs, and trenches are correctly treated as "lower down" for spotting purposes.
Pistol accuracy slightly reduced.
BAR range increased to 800m.
Shaders optimized for nVidia and ATI.
Moving a mortar even a short distance causes greater loss of target acquisition.
Bunker-mounted MGs are more accurate than before.
SS leaders have correct poncho camouflage pattern.
Corrected an accuracy problem with on-map indirect fire.
Crews bailed out of destroyed vehicles have more jittery morale.
Corrected a vehicle navigation problem on bridges.
Target line for area fire is slightly thicker to differentiate it.
Shooting at bunkers from very short range works better.
Daimler SOD given a mounted Bren LMG.
Fixed a bug causing immobilized MG teams after dismounting from MG bunkers.
Purple "pop smoke" target line goes away when it should.
Better small-arms aiming at unarmored vehicles.
Minor TO&E fixes.
Fixed a bug that occasionally caused weapons crews to move back to an old position when deploying their weapon.
Fixed a bug that caused some Macs to crash while loading scenarios.
Ci saranno i parà tedeschi, più nazioni, le stagioni, le armi antiaeree, formazioni differenti a seconda della nazione.
Comunque ecco un link dove potete trovare l'elenco completo e le immagini:
http://www.wargamer.com/article/3307/press-release-combat-mission-fortress-italy-gustav-line-announced
Nel frattempo è stato anche rilasciata la patch 2.01 per CMBN upgradato alla versione 2.0.
http://www.battlefront.com/index.php?option=com_content&task=category§ionid=38&id=281&Itemid=518
change log
New 2.01 Feature List
Corrected issues with deploying MGs in buildings.
Soldiers fire weapons faster at short ranges, especially Garand rifles.
Small arms fire causes more suppression than before.
General improvements to MG performance behavior. See note below this list for more information.
Sandbags, wire, foxholes, hedgehogs, and trenches are correctly treated as "lower down" for spotting purposes.
Pistol accuracy slightly reduced.
BAR range increased to 800m.
Shaders optimized for nVidia and ATI.
Moving a mortar even a short distance causes greater loss of target acquisition.
Bunker-mounted MGs are more accurate than before.
SS leaders have correct poncho camouflage pattern.
Corrected an accuracy problem with on-map indirect fire.
Crews bailed out of destroyed vehicles have more jittery morale.
Corrected a vehicle navigation problem on bridges.
Target line for area fire is slightly thicker to differentiate it.
Shooting at bunkers from very short range works better.
Daimler SOD given a mounted Bren LMG.
Fixed a bug causing immobilized MG teams after dismounting from MG bunkers.
Purple "pop smoke" target line goes away when it should.
Better small-arms aiming at unarmored vehicles.
Minor TO&E fixes.
Fixed a bug that occasionally caused weapons crews to move back to an old position when deploying their weapon.
Fixed a bug that caused some Macs to crash while loading scenarios.
March of the Eagles demo
Su Steam trovate la demo del gioco se siete interessati a provarlo:
http://store.steampowered.com/app/227760/
http://store.steampowered.com/app/227760/
martedì 19 febbraio 2013
March of the Eagles rilasciato
Ieri è stato rilasciato questo nuovo gioco Paradox, appena trovo delle recensioni le posto. Nel frattempo un nuovo developer diary di Europa Universalis IV.
lunedì 18 febbraio 2013
Command Ops Conquest of the Aegean
Sembrerebbe che la conversione al nuovo engine del vecchio Conquest of the Aegean sia molto prossima, probabilmente agli inizi di Marzo. Io non l'ho giocato ma mi dicono sia quello con gli scenari più belli. Un sicuro acquisto
Video HITS con Scourge of War
Fantastico video di 50 minuti fatto da Grog degli NBC di una nostra partita a livello HITS con Scourge; rende davvero l'idea di cosa sia giocare a questo livello di realismo.
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