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Conflict of Heroes

Started by Bismarck, February 23, 2012, 12:21:03 PM

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MikeGER

#75
Quote from: Bison on May 09, 2012, 02:21:23 AM
Well I really like the mechanics of the game; action points, some card driven action options and squad based.  I've never played the board game so I have no point of reference in that regard.  There is some disappointment being expressed that the classic APS (Action Point System, I think) is not fully implemented, but will be added in with an update.  That doesn't bother me because I wasn't looking for a true translation of the board game.  Anyway it really hits a sweet spot for me with games.  Squad based tactical combat.  There are just enough pieces to move to open up the game to wide variety of tactical decisions, but not so many that you lose track of them or the plan.  And that is a big factor in my liking the game.  I love big wargames, but honestly these days I rather be able to sit down and play a full scenario or 5 over the course of an evening then having to come back to a game repeatedly over the course of several weeks.

Now that I'm getting the system down, I can focus on tactics and they are presenting themselves in spades with this game.  I really like that it's a back and forth between the two sides with single moves rather than let me move all mine and then you move yours.  It really makes the decisions much more intense IMO.

So far the AI and I are a good match on normal difficulty.   Partly due to my not knowing the system inside and out, partly due to, in my experience, that AIs in general handle smaller scenarios better in any game, partly due to the luck of the die and I've had both really lucky and really shitty rolls that have made me yell out loud.  It's the fact that I'm yelling out loud about a roll that really reaffirms the game for me. 

Anyway I'm looking forward to some multi-player and I think the server based system is really going to make an evening of gaming easy and enjoyable for a couple of guys to get together, move chits, roll the die and shoot the breeze. 

*EDIT* And did I mention the counters and maps are really well done.  I hate sprites.  They have never really done anything for me in a wargame, but give me a good counter and map setup and it's wargaming wet dream.
+1

Bison, are you aware of, that MP games can be saved too, and if both player have it stored they can continue on another eve.

i found out (in those exciting! weeks of beta-testing:) ) that the best 'natural view' for my taste of playing evolved to: adjust the map as if i were just sitting/standing behind a table with the board game (which i dont own) with chits on it.
so first i rotate to my side, and then adjust tilting and height... where i sometimes alter height in-game, again depending on the situation unfolding     

now where it is released with map and scenario editor ... i hope some SL/ASL 'ported' scenarios will show up soon too 8)

I always wished for a computerized SL/ASL which takes away all the burdon of rules and just leave the fun   ...and CoH is as close as it get     

Bison

Yeah Mike I figured you could just based on the fact that it does an auto save at the end of each turn.  What's the longest turn number for a scenario?  I've only seen 5 turn scenarios so far.  I have played around with one of the purchase unit scenarios, which can put a good 30+ pieces on the board.  Not nearly as many as some of the games I play, but a good solid number to really mix up the troop compositions and ratio for combined arms action.

MikeGER

#77
iirc,  i have played 8 turn scenario (Endless Plains which is a tank battle)
in general for me its often just one or two turns to few to reach the victory locations ;)
...well, that just give the right pressure of urgency to reach the goals (phase line in real life) in time.

i sometimes wished there were a 'Add another Turn' action card to play   
hmm... i think i post that in the dev forum 

Bison

Quote from: MikeGER on May 09, 2012, 02:45:55 AM

now where it is released with map and scenario editor ... i hope some SL/ASL 'ported' scenarios will show up soon too 8)
 

I might be reading this wrong, but it does have an editor.  I suspect IF the game catches on there will be a good number of user made scenarios being made.

Bison

Quote from: MikeGER on May 09, 2012, 03:11:35 AM
iirc,  i have played 8 turn scenario (Endless Plains which is a tank battle)
in general for me its often just one or two turns to few to reach the victory locations ;)
...well, that just give the right pressure of urgency to reach the goals (phase line in real life) in time.

i sometimes wished there were a 'Add another Turn' action card to play   
hmm... i think i post that in the dev forum

Tell me about it.  Sometimes even in the 5 turn ones, I've been like HOLY $H!T I still have another 3 turns to be beaten completely down.

And 8 turns seems short, but when you add in the CAP and cards it really lengthens out the game turns.

MikeGER

Quote from: Bison on May 09, 2012, 03:14:17 AM
Quote from: MikeGER on May 09, 2012, 02:45:55 AM

now where it is released with map and scenario editor ... i hope some SL/ASL 'ported' scenarios will show up soon too 8)
 

I might be reading this wrong, but it does have an editor.  I suspect IF the game catches on there will be a good number of user made scenarios being made.

my fault ;)
should have written: now where it is released including map and scenario editor

Bison

I'm so confused.  So the map and scenario editor that came with the download isn't functional?  I've opened it up and it seemed like you could monkey around with it, but I didn't do anything just opened it up. 

MikeGER

Quote from: Bison on May 09, 2012, 03:16:04 AM
Tell me about it.  Sometimes even in the 5 turn ones, I've been like HOLY $H!T I still have another 3 turns to be beaten completely down.

And 8 turns seems short, but when you add in the CAP and cards it really lengthens out the game turns.

i play on 'hard'  (the AI gets more/better? units)

and i prefer to move cautiously so its just not enuf moment in 8 turns to reach the end of the map (with my tactics) and the last victory location or squeeze the last pocket of resistance   

MikeGER

Quote from: Bison on May 09, 2012, 03:19:31 AM
I'm so confused.  So the map and scenario editor that came with the download isn't functional?  I've opened it up and it seemed like you could monkey around with it, but I didn't do anything just opened it up.

in the main game menu you will find a new entry called "Edit Map / Scenario"  which will open the editing UI and tools
i have to admit that i didn't used the editor yet ... i just have taken a glance at the Editor manual so far, which had to be studied in detail before jumping in i guess

there were just to many scenarios to explore already there ;)     

Bison

I've only played a dozen games so far and the turtling impluse is there for me too.  Go slow, seek cover and fire at high%, but your right I also need to consciously remind myself to keep pushing toward the victory hex.  What I do know is that the AI is much better at conserving APs for a more sustained turn momentum than I am currently.

Ah ok.  I was thinking you said there is not a working editor.  It's all clear now.   :)

undercovergeek

thanks Bison - wavering on purchase now - its that kind of immersion im looking for in a game

Bison

Just don't tell the Missus I made you do it! 

tgb

I'm not getting how grouping works. I can group adjacent units, and I get the +1 bonus when firing with one, but when I move the group leader shouldn't all the units move with it keeping the same position?

Bison

No.  You have to switch between each unit and move individually.  It took me awhile to get the knack of keeping the units linked as I moved them and not accidently breaking the grouping with a mis-click.  Basically you are doing platoon or company manuveurs, but each squad/vehicle is doing an independent movement within the formation .  The bonus +1 and the fact you move several units compared to the single unit moves during a single phase are the benefits.

MikeGER

Quote from: Bison on May 09, 2012, 03:59:02 AM
The bonus +1 and the fact you move several units compared to the single unit moves during a single phase are the benefits.
...and those command points go to the whole group (each uint in the group get the point you dedicate to the group)