![]() ![]() ![]() After this, the Temple, followed by Mansions, Wall Plat. Jewelry, Walls, and some high scoring Markets and Circus, topped up with some Towers and plenty of Huts (total 250+ with huts). Remember, once a score is gained - a high scoring structure can have as many negative scoring structures placed around and it doesn't matter (so long as those structures don't lose points for being in proximity for that!).Īlso, a structure with a high base score (eg, a sandpit) or reliant upon many surrounding things (eg, lumberjack or shaman) can be placed next to each and still score positive, while saving much space and allowing the building that scores from them (brickworks, sawmill, etc.) to benefit from all of them. It contains an overview of the unlocked building scores and some other information. Presented mostly in the way the game presents the unlocks. I will add images of the icons for packs and pieces, as well as extrapolate the negative point placements by cross-referencing the scoring data. This is so that I might plan out small strategies in order to know which buildings to save for the future and where and when to place them. Sometimes it is worth a small loss in order for a future gain - if I can remember that this structure gains from that structure. It may seem pointless, as the information is given in-game - but tell me. With my German Defenders of the Reich prepared for the fight, the scenario chosen was High Ground, and I even got the extra defences for free (bunker, minefield, trench). I’m going to keep this brief, because the game was. ![]() I deployed as per my pre-battle plan, with the Volkssturm in their foxholes and behind barricades, my Pantherturm was front and centre with a perfect and dominant view across the river and open field (soggy flood plains all counting as difficult ground for all vehicles), it could not have been better sited. The Russian would lead off their attack with their infantry riding on the ISU-152 heavies, ploughing forwards across the river and wet-fields. Before they set-off, turn 1 for the attackers began with a artillery bombardment, 2 timed strikes from 122 howitzers and a PE-2 dive bombing. Well, rarely has a bombardment worked so well. The first 122s score 4 direct hits (from 8 dice!) and my Volkssturm were blown away (hard covers saves can’t withstand multiple direct hits). One squad gone, the bunker was hit and the MMG team inside were gone, the PE-2 then scored 2 direct hits in the Pantherturm and it was blown up… I had taken 5 counters already. A terrible start (things would not be getting much better). My front line just collapsed under the Russian bombardment and the Russian attack rolled forwards under some harassing mortar fire, which did little to the armoured vehicles. Any last survivors I pulled back to around the mine and awaited my reserves… the Jagdpanther, flak gun (it wasn’t here to shoot at the PE-2 - drat!), my underground counter-attack - come-on!. So, the next turns were quick the Russian simply ploughed across the wet flooded fields, I fired mortars, put some units on reserve move and ambush fire and waited. Russian reinforcements arrived and pressed on as second wave, as his first wave climbed out of the river valley into the woods. Here my timed 105 barrage hit (I judged it right!) and scored a few infantry kills and pins. My artillery priority checks failed… no supporting fire from the FOO on top of the mine’s winding gear tower. Oh well, so far I had take 6 counters (with 4s and 3s) and the Russian had taken just 1, from unpinning… I was being steam rolled. The Russian moved up again, gathering for the push against the village and mine. Karl in front of Mont-Saint-Denis in Normandy, France, 1944.Just in time my reserves rolled in, the Jadgpanther got into place and onto ambush fire, and the ISU-152s et al paused, awaiting enough orders to all attack together (he'd had a few dicey turns for orders). The genre-defining authentic sniping, with enhanced kill cam, has never looked or felt better as you fight across immersive maps to stop the Nazi war machine in its tracks. Return as Karl Fairburne as he fights to uncover a secret Nazi project called Project Kraken in 1944 France. ![]()
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