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Staredit Network -> UMS Production -> Strategic Warfare: WWII Africa
Report, edit, etc...Posted by Roman-Legionary on 2006-12-17 at 15:05:52
It's a based on RabidXDog's Strategic Warfare series, and it's dedicated to him. Let's hope he'll come back soon.

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Description: Based upon the Battlefield in Africa, between the British and Germans.
Tileset: Desert with some jungle, and badlands doodads.
Players: 2-6 (Best with Full House)
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Major Changes in Strategic Warfare:
1. Weaker Units (Prevents CCMU)
2. Smaller Map Size (Quicker response to assaults)
3. Units are balanced
4. More strategic areas and hidden tunnels
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Ideas for perfect gameplay:
I'm thinking of putting a certain squad specification.
Example: Axis: Infantry (2) - Panzer Div. // Allied: Infantry (2) - Tank Div.

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Another issue was the units, most complained because it was unrealistic (I thought this too) because many infantry would completely rape a tank division or artillery when in real life, it's the other way around. So i've come to a conclusion.

Infantry - 20 ATK - 75 HLTH - 10 AMR (Depending on Side)
Tanks - 90 ATK - 700 HLTH - 40 AMR (Depending on Side)
Artillery - 150 ATK - 300 HLTH - 20 AMR (Both Sides)
Heavy Artillery - 300 ATK - 300 HLTH - 30 AMR (Both Sides)

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Hero Special Units:

Axis - German Panzer IV (Fenix D.) - 120 ATK - 890 HLTH - 50 AMR
Axis - German Sniper (Infested Duran) - 40 ATK - 80 HLTH - 10 AMR
Axis - German Halftrack (Vulture) - 40 ATK - 475 HLTH - 20 AMR

Allied - M7 Priest (Reaver) - 80 ATK (Splash) - 800 HLTH - 30 AMR
Allied - U.K. Recon Jeep (Raynor V.) - 20 ATK (3 Mines) - 300 HLTH - 10 AMR
Allied - British Sniper (Duran) - 45 ATK - 80 HLTH - 10 AMR

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Expect the same great gameplay as Rabid's series..
Coming out in January, 2006.

NOTE: Give me ideas for better gameplay, I WILL consider them. There is no bad
idea, some of them end up turning out to be great ideas. Thanks.
Report, edit, etc...Posted by dumbducky on 2006-12-17 at 15:33:55
Actually, an infantry division should be able to take out an artillery division. Artillery is like a siege tank. Once you get close enough to it, the guns would do damage to both sides, rendering it useless. So all an infantry unit should have to do is get to the artillery to kill it.

I say keep the map big. Just add the ability to scan so you can see where the enemy is gathering up. The thing about the Strategic warfare series is that you can attack a set of bunkers and not have to worry about having to be attacked by reinforcements instantly.
Report, edit, etc...Posted by Roman-Legionary on 2006-12-17 at 15:36:16
Good point, but the thing is. Artillery only comes ONCE every so often on the map, hence if it was weak. It would render it useless and infantry would be the godly units then. I'll consider putting it if the 150 health doesnt work. Thanks. blushing.gif

HM???
What if I set a trigger for each artillery implacement, that it automatically gives to neutral player when (currently player who doesnt own) brings infantry within 2 inches of the artillery! When there's no enemy units near it
Report, edit, etc...Posted by dumbducky on 2006-12-17 at 19:49:12
I'm not saying disallow it to attack when infantry get near it, I'm just saying that realistically a infantry division should be able to beat an artillery division.
Report, edit, etc...Posted by Heegu on 2006-12-18 at 00:57:31
Make the artillery have more armor than infantry does damage, but not so much hp.
Report, edit, etc...Posted by Roman-Legionary on 2006-12-18 at 08:51:12
I think i've got it.. sadly i'm running out of ideas for this template (desert) ranting.gif
Report, edit, etc...Posted by [SmC]DiNO-X on 2006-12-20 at 12:29:54
I think that the tanks are too fast, ej a vulture can go across the map in seconds only.
And you could add the almighty AirStrike!
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