G35 DELTA FORCE (EFILE_GUS) playtest (in English)
Posted: 2019-11-30 17:16, Saturday
Thanks for posting the updates regularly Sympatyk. I started G35 Delta Force yesterday and i am already at scenario 9 "Phenian"
http://forum.open-general.com/
Yes, that's a good idea.By the way, should i ask Csaba to split the discussion off the announcement thread? What do you think?
Look like this have to be another edition of DELTAat Tunis, where i captured all VHs in 5 turns
It is the combination of [X] Exploit Success and a HTP with [R] Recon Move what makes the combination so powerful.randowe wrote: ↑2019-12-09 20:34, MondayHelo transport is very powerful. Maybe much too powerful? [..]
I usaully send the Delta into combat by helo transport, dropped them at the end of their flight, battled the enemy, exploited success, used helo transport again to captured a flag. With this tactics a infantry unit can travel about 30 Hex/turn.
I don't know if you have considered the option to make helos buyable transports. So a helo is only usable by a single unit.
At the moment, with just 1 to 3 global helo transports i can use it for all of my infantry units in one turn. And that is what i did.It is very powerful. Even more so, when the helo itself has recon movement.
With expensive buyable helo transports or special air cavalry units, the player would have to think more about tactics.
Yes i know, that's why i didn't buy the SEALSmythos wrote: ↑2019-12-10 03:04, TuesdayIt is the combination of [X] Exploit Success and a HTP with [R] Recon Move what makes the combination so powerful.randowe wrote: ↑2019-12-09 20:34, MondayHelo transport is very powerful. Maybe much too powerful? [..]
I usaully send the Delta into combat by helo transport, dropped them at the end of their flight, battled the enemy, exploited success, used helo transport again to captured a flag. With this tactics a infantry unit can travel about 30 Hex/turn.
I don't know if you have considered the option to make helos buyable transports. So a helo is only usable by a single unit.
At the moment, with just 1 to 3 global helo transports i can use it for all of my infantry units in one turn. And that is what i did.It is very powerful. Even more so, when the helo itself has recon movement.
With expensive buyable helo transports or special air cavalry units, the player would have to think more about tactics.
Look at the parallel example: SEALs
They have [X], but their HTP is lacking [R]. So, SEALs jump on their HTP, fly and... have to wait for the next turn to dismount. Only in turn "2" they can Dismount, Exploit Success, Mount on HTP to fly away - but then they need to wait again before they may dismount from HTP.
randowe wrote: ↑2019-12-09 20:34, MondayFinished the campaign on a high note with a BV. I really liked the campaign, it is the best modern theatre campaign i have played so far
Personally i think it is better to play on 3K maps in modern campaigns, because all units are much faster than in WW2. On a standart 1920x1920 pixel map you would get to the other side in 4 or 5 turns with your ground units. 5K maps are working very good too. But on 5K maps there should be a larger amount of core/aux and enemy units. In my opinion the 9th sceanrio "Phenian" is missing at least 20 units on both sides each. A 5K map at that early stage, when the core is still small, should be filled with more aux and enemy units. But that is just my opinion. So yeah, 3K and 5K is the way to go in modern campaigns
Helo transport is very powerful. Maybe much too powerful? I needed some scenarios to learn how to use it, but later i think i found the perfect tactics. I usaully send the Delta into combat by helo transport, dropped them at the end of their flight, battled the enemy, exploited success, used helo transport again to captured a flag. With this tactics a infantry unit can travel about 30 Hex/turn.
I don't know if you have considered the option to make helos buyable transports. So a helo is only usable by a single unit.
At the moment, with just 1 to 3 global helo transports i can use it for all of my infantry units in one turn. And that is what i did.It is very powerful. Even more so, when the helo itself has recon movement.
With expensive buyable helo transports or special air cavalry units, the player would have to think more about tactics.
Generally i think the scenarios after Beijing are a little to easy. There could be at least 10 more enemy units in each of the later scenarios.
Especially tanks and short range ADs (ADs hidden in the cities) are missing on the enemies side.
The enemy did not often attack my core units, i guess my core units were to strong. Especially in the later scenarios the enemy did attack my core units rarely.
When there are more than 60 points awarded the scenario is too easy i'd say. Unless it is a "Hold x VHs" scenario, were you always have to wait for the last turn.
In the whole campaign i spent only 200pp for refits. It was in one of the early scenarios where i refitted a aux units which was guarding a VH.
In the whole campaign i had 4 reloads. I am still angry about myself but all of them were because long range enemy AD and ATY. When the weapon range is 40-60 hex, you can't do anything against it. And you never know the range limits.
I did only few upgrades. It is possible to buy the best equipment early. Or at least the equipment i used
Scenarios i liked the most:
10 Kim is coming
12 Deep in the Desert
30 Bloodbath in Neva
But also the last two scenarios are very good, no. 31 and 32. If only there were more enemies
If someone is interested in playing a modern campaign, i can recommend this one
So here is my final AAR. In the last scenario i had all my planes, ADs and artilleries on 15 strength points and my infantry all on 12 (except one)
I don't think if there will be any new scenario for DELTA. More, not always means better.If there is a next release (version) - you will probably see more of your maps there ..