Time for the cleanup phase :) Tip for AG map movement: The ability to reinforce or not is determined by if you're within or touching the 3x3 square that every battle generates, centered on the attacked unit. You can see it for enemy units, but it works the same for yours. In other words, you can leave a one tile gap between your units without impacting their ability to reinforce each other. Doesn't make a huge difference, but it allows for making the front line slightly wider, and it means that if you have 2 combat units and a unit you want to not have attacked directly, you can put the two combat units 1 tile apart on the front and the weak unit between and 1-2 tiles behind them and it'll be safe unless the enemy moves all the way around your front. If it's just directly behind without the front units being spread a little, the enemy can simply drive up a tile on the side and then attack.
Hey Vulcan, have you ever considered not bringing in leaders to cap sectors every time? It would let you ensure you get the maximum number of kills in maps that are particularly favourable to you on the defense. Or is it to make sure the battles are a more reasonable length for each video?
Vulcan makes this look WAY too easy. I've tried this campaign multiple times and got ruined RAPIDLY, every single time, and i'm not bad. And I was playing on NORMAL....
The AA needs a bit of an adjustment on the map. SEAD squadrons should not lose any aircraft when being intercepted and the enemy AA group should take losses to their AA vehicles. The F-117s also cannot attack through the AA net either which doesn’t make much sense. At the very least they should be able to attack through the AA net at night only.
Can you think of a way to put that in the game. Your only able to use sead once every 4 turns or something? I think a useful way of doing realism is to ask why is sead so effective and nessesary when blunting an offensive in real life, then trying to impliment that dynamic into the game
Are the tactical battle maps generated based on the terrain on the strategic map? Like if there’s a major highway junction, that should appear on the tactical map!
man watching this campaign and comparing it to his bruderkrieg campaign and then contrasting his campaign movement to mine its weirdly the opposite on both campaign, for example in bruder he kept the 11th ACR up high while i brought mine back, meanwhile in this campaign i held the line pretty much just slightly south of fulda with my middle units my sout ACR just held the line and the top ACR i only brought back to Niederaula while Vulcan is just full retreat mode lol weird how we play these campaigns almost the exact opposite lol also in this campaign i chose the green berets rather than SEAD
Why not use the artillery for more than counter-battery? You could have used the aeroplanes for those clusters of tanks but you are the player so who knows?
As a newbie to this game, I learn a lot from your tactics. But I don't understand how the AI still has any forces left after all your wins? Every battle you destroy 100+ units and lose almost none, but the big map is still full of their units. Do their losses not carry over 100% to the campaign map?
You probably already know this by now, but just in case someone else has the same question: No, their losses do carry over 100%. A battle ends when a side loses all their morale points, which is 60 points per battalion that side brought in. When a unit dies, the amount of morale loss is the same as the unit cost. So a infantry unit with a cost of 1 loses 1 morale point when destroyed, and a tank with a cost of 4 loses 4 morale points when destroyed. Each battalion has a lot more than 60 points' worth of units, and on the campaign map a battalion gets destroyed when they fall below ~30% of their strength. This means that it is very hard to lose enough units in a single battle to destroy a battalion. Futhermore, the PACT has a lot of battalions on the map (and coming in as reinforcements,) so there is a lot to chew through for NATO. Edit: I forgot to mention, but the K/D ratio on the end battle screen is based on the morale loss/unit cost of destroyed units, not the amount of destoyed units. That is very confusing.
Pact war journalist probably have a "Please ignore the wrecks" sign in the background.
“NATO line broken! The enemy is in full retreat!” 😲
That ArmCav tank was sweating bullets, and probably some napalm alongside it lmao, no idea how that survived
Meanwhile, the Lost Battalion is sweating bullets somewhere in the forest
Time for the cleanup phase :)
Tip for AG map movement: The ability to reinforce or not is determined by if you're within or touching the 3x3 square that every battle generates, centered on the attacked unit. You can see it for enemy units, but it works the same for yours. In other words, you can leave a one tile gap between your units without impacting their ability to reinforce each other.
Doesn't make a huge difference, but it allows for making the front line slightly wider, and it means that if you have 2 combat units and a unit you want to not have attacked directly, you can put the two combat units 1 tile apart on the front and the weak unit between and 1-2 tiles behind them and it'll be safe unless the enemy moves all the way around your front. If it's just directly behind without the front units being spread a little, the enemy can simply drive up a tile on the side and then attack.
18:33 The cavalry have quite literally arrive.
Really enjoying this series. Hope it's as much fun for you as Vulcan as it is for us viewers.
Absolutely great control and micro in last battle.
Hey Vulcan, have you ever considered not bringing in leaders to cap sectors every time? It would let you ensure you get the maximum number of kills in maps that are particularly favourable to you on the defense. Or is it to make sure the battles are a more reasonable length for each video?
It's definitely a timing thing. I don't want each campaign to drag on. I still have PTSD from the Iasi and Tiraspol campaigns in Steel Division 2.
Vulcan makes this look WAY too easy. I've tried this campaign multiple times and got ruined RAPIDLY, every single time, and i'm not bad. And I was playing on NORMAL....
Man I really want there to be a harder ai level so that Vulcan can have a bit more of a challenge 😂
Got a spicy battle coming up next episode!
Nice perfect battle. I wish you had saved at the beginning just so you could go back and see what the auto resolve would have cost you.
so when are you attacking in the north? everything up there is already beat up
Another great battle. Watching this is actually more interesting than anything on Netflix ;-P
The AA needs a bit of an adjustment on the map. SEAD squadrons should not lose any aircraft when being intercepted and the enemy AA group should take losses to their AA vehicles. The F-117s also cannot attack through the AA net either which doesn’t make much sense. At the very least they should be able to attack through the AA net at night only.
Can you think of a way to put that in the game. Your only able to use sead once every 4 turns or something?
I think a useful way of doing realism is to ask why is sead so effective and nessesary when blunting an offensive in real life, then trying to impliment that dynamic into the game
To save units pause look around first zoom then unpause lol
Show us the campaign losses after each episode? Please.
They are at the end of the next episode which will be out today 🙂
@@VulcanHDGaming Thank you :)
Autoresolving on a total victory completely wipes out the unit. At least that's what happens from my experience
Are the tactical battle maps generated based on the terrain on the strategic map? Like if there’s a major highway junction, that should appear on the tactical map!
They aren't really generated. There is just a pool of maps that is chosen from for each tile that corresponds to the terrain type.
Can't remember many games that did that aside from Total War: Rome (the old one)
man watching this campaign and comparing it to his bruderkrieg campaign and then contrasting his campaign movement to mine its weirdly the opposite on both campaign, for example in bruder he kept the 11th ACR up high while i brought mine back, meanwhile in this campaign i held the line pretty much just slightly south of fulda with my middle units my sout ACR just held the line and the top ACR i only brought back to Niederaula while Vulcan is just full retreat mode lol weird how we play these campaigns almost the exact opposite lol also in this campaign i chose the green berets rather than SEAD
nice use of recon units 5:00. I also have very good optic infantry recon with tow2 sections in buildings. works like a charm.
Abraham become Hero in game
Why not use the artillery for more than counter-battery? You could have used the aeroplanes for those clusters of tanks but you are the player so who knows?
Does this campaign simulate REFORGER?
Fulda Gap and Bruderkrieg are day one campaigns, so I would say no. Maybe the other ones, they're later in the conflict
As a newbie to this game, I learn a lot from your tactics. But I don't understand how the AI still has any forces left after all your wins? Every battle you destroy 100+ units and lose almost none, but the big map is still full of their units. Do their losses not carry over 100% to the campaign map?
You probably already know this by now, but just in case someone else has the same question: No, their losses do carry over 100%. A battle ends when a side loses all their morale points, which is 60 points per battalion that side brought in. When a unit dies, the amount of morale loss is the same as the unit cost. So a infantry unit with a cost of 1 loses 1 morale point when destroyed, and a tank with a cost of 4 loses 4 morale points when destroyed. Each battalion has a lot more than 60 points' worth of units, and on the campaign map a battalion gets destroyed when they fall below ~30% of their strength. This means that it is very hard to lose enough units in a single battle to destroy a battalion. Futhermore, the PACT has a lot of battalions on the map (and coming in as reinforcements,) so there is a lot to chew through for NATO.
Edit: I forgot to mention, but the K/D ratio on the end battle screen is based on the morale loss/unit cost of destroyed units, not the amount of destoyed units. That is very confusing.
I just don't think this will scratch my broken arrow itch
Hi