Since there was a comment about this, if you want to see me go all the way in Return to Napoli (taking Salerno and Caserta on turn 1) live, check out the release stream we did, at 1:29:26: th-cam.com/video/jXqzMRpPv94/w-d-xo.html
First and foremost, Love your Channel, absolutely love your cracking videos, been watching since forever, Next, Kursk DLC is awesome! I would have loved an objective called Kursk or Something like that, (Like in UoC 1's Red Turn DLC) And, Im eagerly waiting for the next DLC and cracking videos, (i.e. Bagration' 44) Finally, I would love to see you make some UOC 1 Videos, for nostalgia sake, I really miss that came, would be cool to see going back to the roots (Maybe some cracking?) Who knows? I fell in love with Taifun again, maybe you will too? 😉
Hello! I approached the last mission a little differnetly -- in particular, I don't bother defending the railway from Podporozhye to Volkhov. Perhaps it only works on Classic, though? What I did was this: Prep phase: Entrench mechanized Finns at Podporozhye and the infantry Finns guarding the bridge town. Move Aunuksen HQ south along railway to the furthest point that still keeps Podporozhye in range. T1: Fortify those two positions. Move remaining strong Finns south towards Volkhov. Leave one or two weaker Finish infantry units next to Podporozhye. (Preventing surround of town). Move HQ to Volkhov. This freed up several strong units to aid in the defense of Volkhov, in turn letting me rotate my elite german infantry from around Volkhov to Pogostye. The railway from the north is not actually needed for supply -- there is a rail-connected supply source next to Leningrad (that starts under your control, assuming you got the bonus objective in Nordlicht). All you need to do is take the two rail hexes, held by unentrenched veteran soviets with no specialists, and you've got yourself a supplied railroad. The soviets ended up parking two tank units next to Podporozhye and never trying to take it. The unit holding it was a 6-step veteran finnish mechanised unit, with double recon spec.
Looks good so far. Cant wait to try those missions. Only thing I´m missing are some alternative, what if scenarios for Soviet Union. There are three that comes to my mind - liberation of Crimea in 1943 (if Soviets managed to prevent evacuation of Kuban Bridgehead and destroyed 17th army there + faster advance along the coast of Sea of Azov), liberation of Minsk in 1943 (if Soviet armies during their winter attacks in 1943 managed to fully break thorugh german defences along Vitebsk and Gomel) and early Leningrad-Novgorod offensive in 1943 (if Soviets inflicted much higher casualties on army group center thus forcing OKH to remove additional units from army group north to army group center).
We actually looked at all of these options early on, but with the amount of historical stuff that actually happened within the period and the size limitations set for the campaign (16 was pretty much the maximum), we decided to take the Moscow 41 route, and explore the possibility of going beyond real events within the operations and battles that actually happened. This is also the reason why there's nothing covered in the north. Most of the action was in the centre/south, so it had to be a compromise.
Just finished this campaign myself. Good but seemed harder than I expected. Had to cheese enemy spawn points in some scenarios. Took a quick look at the soviet campaign and I'm not sure I dare tackle that one given my previous experiences with soviets (mostly Moscow 41). With 6 HQs to upgrade I'm really not sure where to start. Also just a random thought I had while playing. UoC2 could really use more flavor text. I miss the objective descriptions from the first game and it would be nice to have some type of outro at the end of a campaign.
Please don't look at Moscow 41 as a reference. It is very much an outlier in terms of difficulty, and we no longer make content like that. Don 42 and certainly Kursk are much smoother experiences. Re: what HQs to upgrade, there are scenario charts for all campaigns in the game's folder and on Steam. They show what persistent HQs appear and where. This is your primary reference for upgrades.
Not that I know of. The original Soviet infantry models had serious problems, and screamed for an update. It's generally not as bad with the rest of them. But who knows? :)
Nice, but that empty space in specialist steps card really screams for at least a silliuthe of units like in original UOC. Also, it maybe sounds cheesy, but actually would like to hear rifle and cannon fire when tanks and infantry attack.
Unfortunately, this far into the game's life these cosmetic elements are unlikely to happen. Also, the absence of those UoC1 outlines means that we can comfortably crank out a new set of specialist steps with every DLC. Having the outlines would have meant new graphics for every new specialist, meaning that we would just be more limited, meaning less new game content for the player.
Since there was a comment about this, if you want to see me go all the way in Return to Napoli (taking Salerno and Caserta on turn 1) live, check out the release stream we did, at 1:29:26:
th-cam.com/video/jXqzMRpPv94/w-d-xo.html
First and foremost, Love your Channel, absolutely love your cracking videos, been watching since forever,
Next, Kursk DLC is awesome! I would have loved an objective called Kursk or Something like that, (Like in UoC 1's Red Turn DLC)
And, Im eagerly waiting for the next DLC and cracking videos, (i.e. Bagration' 44)
Finally, I would love to see you make some UOC 1 Videos, for nostalgia sake, I really miss that came, would be cool to see going back to the roots
(Maybe some cracking?)
Who knows? I fell in love with Taifun again, maybe you will too?
😉
Hello! I approached the last mission a little differnetly -- in particular, I don't bother defending the railway from Podporozhye to Volkhov. Perhaps it only works on Classic, though?
What I did was this:
Prep phase: Entrench mechanized Finns at Podporozhye and the infantry Finns guarding the bridge town. Move Aunuksen HQ south along railway to the furthest point that still keeps Podporozhye in range.
T1: Fortify those two positions. Move remaining strong Finns south towards Volkhov. Leave one or two weaker Finish infantry units next to Podporozhye. (Preventing surround of town). Move HQ to Volkhov.
This freed up several strong units to aid in the defense of Volkhov, in turn letting me rotate my elite german infantry from around Volkhov to Pogostye. The railway from the north is not actually needed for supply -- there is a rail-connected supply source next to Leningrad (that starts under your control, assuming you got the bonus objective in Nordlicht). All you need to do is take the two rail hexes, held by unentrenched veteran soviets with no specialists, and you've got yourself a supplied railroad.
The soviets ended up parking two tank units next to Podporozhye and never trying to take it. The unit holding it was a 6-step veteran finnish mechanised unit, with double recon spec.
Looks good so far. Cant wait to try those missions. Only thing I´m missing are some alternative, what if scenarios for Soviet Union. There are three that comes to my mind - liberation of Crimea in 1943 (if Soviets managed to prevent evacuation of Kuban Bridgehead and destroyed 17th army there + faster advance along the coast of Sea of Azov), liberation of Minsk in 1943 (if Soviet armies during their winter attacks in 1943 managed to fully break thorugh german defences along Vitebsk and Gomel) and early Leningrad-Novgorod offensive in 1943 (if Soviets inflicted much higher casualties on army group center thus forcing OKH to remove additional units from army group north to army group center).
We actually looked at all of these options early on, but with the amount of historical stuff that actually happened within the period and the size limitations set for the campaign (16 was pretty much the maximum), we decided to take the Moscow 41 route, and explore the possibility of going beyond real events within the operations and battles that actually happened.
This is also the reason why there's nothing covered in the north. Most of the action was in the centre/south, so it had to be a compromise.
Just finished this campaign myself. Good but seemed harder than I expected. Had to cheese enemy spawn points in some scenarios.
Took a quick look at the soviet campaign and I'm not sure I dare tackle that one given my previous experiences with soviets (mostly Moscow 41). With 6 HQs to upgrade I'm really not sure where to start. Also just a random thought I had while playing. UoC2 could really use more flavor text. I miss the objective descriptions from the first game and it would be nice to have some type of outro at the end of a campaign.
Please don't look at Moscow 41 as a reference. It is very much an outlier in terms of difficulty, and we no longer make content like that. Don 42 and certainly Kursk are much smoother experiences.
Re: what HQs to upgrade, there are scenario charts for all campaigns in the game's folder and on Steam. They show what persistent HQs appear and where. This is your primary reference for upgrades.
Nice video. Will the other Infantry models also changed? 😊
Not that I know of. The original Soviet infantry models had serious problems, and screamed for an update. It's generally not as bad with the rest of them. But who knows? :)
Nice, but that empty space in specialist steps card really screams for at least a silliuthe of units like in original UOC.
Also, it maybe sounds cheesy, but actually would like to hear rifle and cannon fire when tanks and infantry attack.
Unfortunately, this far into the game's life these cosmetic elements are unlikely to happen. Also, the absence of those UoC1 outlines means that we can comfortably crank out a new set of specialist steps with every DLC. Having the outlines would have meant new graphics for every new specialist, meaning that we would just be more limited, meaning less new game content for the player.
@@Hexaboo Yeah, but many are already in the game,for example tank models.
um... the game won't allow the paratroopers to drop onto the Scalone Pass hex in Apennine Blitz.
You're probably not within 6 hexes from Scalone Pass. That's a limit on paradrops
That was it. Thank you so much. @@Hexaboo
why no tiger model........ :(
Plenty of other tanks to play around with! 😁
@@Hexaboo most people are visual people (they prefer to see images rather than read) every specialist should have a small avatar