Arnauld a écrit:à tous
lol
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Elem a écrit:quant à moi je me laisserai bien tenté... mais je vois déjà ma compagne faire
Arnauld a écrit:moi elle me pousse à acheter pfff
Desaix a écrit:Ca y est ma carte de crédit vient d'etre débitée pour ce jeu !
Cela va donc arriver bientot... Je suis tres curieux de voir ce systeme de jeu que je ne connais pas...
Pour ceux qui veulent sauter dans le bateau des prix P500 c'est le moment ou jamais je pense...
Shandiel a écrit:Et une petit ouverture de boîte en suivant ce lien :
Arnauld a écrit:J'espère en trouver dans les boutiques françaises rapidement.
Il vous aura coûté combien, frais de port compris ?
Je vais donc quand meme essayer d'y jouer mais plutot en solo visiblement...2 plays solo
2 FtF
It takes three plays as the British to even begin to *get* how to handle these new landships.
These are not the fast, "reliable" panzers of the next war but rather temperamental beasts. And much like their historic masters, the new gamer will need time, trial and error to begin to see how to utilize the tanks in concert with his other forces.
And that's a very good thing. Rinella has captured an aspect of Cambrai I never expected, the challenge of how best to utilize the tanks.
My advice for the newbie ... try, try again. I've found my methods, enjoy finding your own.
And when a turn is done, and the tanks roll for recovery, you'll Harrah! for each counter in a critical location that recovers without loss, and groan for each that diminishes. For as the tanks go, so goes your offensive.
Artillery is also handled differently here than in most titles. The critical new use is that of the rolling barrage - so important in the historic battle. Its use is critical to success ... I'll let you discover how.
Last bit of advice for the new British player ... do not use the advantage. Period. Oh, you'll think you have good reasons. You'll think it's crucial. But you *will* need the advantage to change Field Marshall Haig's mind on the evening of November 21st, or you will lose in two turns.
And to be fair, aspects like the Haig decision roll will drive you nuts. I still hate the organizational restrictions, which tie the gamer to a plan other than their own for the first two turns. Historic perhaps but maddening none-the-less. Once you start to see how to use the tools you have as the British attacker ... the restrictions of the historic plan somehow seem less imposing.
Bottom lines
B:C succeeds in capturing aspects of the historic operation, in ways that might surprise you. Like its best relatives in the A/I family B:C succeeds in imparting a sense of movement to a historic situation that was hardly filled with "sweeping maneuver" and as one would expect from the pedigree it presents the gamer (particularly the British player) with tense decisions every impulse ... and the German player often plays the role of spoiler.
It is maddening, challenging, and impossible for the first several plays as the British.
Without the advantage to change Haig's mind, it can be a *very* short game.
Avoid the tendency to judge B:C during the first few plays. Practice the game solo as the British player. Discover the tactics necessary to play it well. Enjoy the epiphanies.
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L'Estafette » Discussions par périodes historiques » Première Guerre mondiale » Breakthrough: Cambrai - MMP
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