TrenchFoot wrote:I leave those individual battles up to the commander on the ground. While I have TEA!
Templer wrote:...you usually do not know if your army is attacking or defending.
Kensai wrote:I wish I had a spreadsheet with all the possible permutations somewhere. Then I could understand precisely what advantages/disadvantages it gives according to terrain and makeup of armies (including that of the enemy). We can probably read this stuff in the files...
caranorn wrote:Yep, I'd love something like that too. Right now I try to pick setups according to logic, but don't really know how logical the engine behind this is...
GlobalExplorer wrote:I switched it off immediately. Generally not interested in making a choice without understanding the consequences. The game asks me "I have a little game for you .. in order to increase your chances, do you want A, B or C"? Afterwards it tells me nothing how that that influenced the outcome. What am I supposed to do, statistically analyze the outcomes or believe it was A instead of B? If it is nothing but deciding wether the roll of the dice is left, right, up or down, I leave that to the game itself.
Kensai wrote:It's not useless, but it can definitely become better. For starters, there are explanations of what a deployment and a plan will do, but they are of little help if you don't recall WHERE exactly you fight and WHAT forces are implicated. Yet again, it's better than nothing as long as you:
- get a green reaction plan and hopefully no red
- remember for example you have a lot of artillery and you use a plan which bombards a lot or a lot of cheap infantry and you select one that increases frontage, etc.
Narwhal wrote:Not using it here, I don't understand it, and the "turn resolution" last long enough I don't want to stay in front of the screen.
Ace wrote:For all those players who like numbers and odds, here are mayor battle-plan effects (I erased some to not overwhelm you with numbers):
Be warned, there are lot of numbers here:
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