I stopped the recording before getting to the end game statistics screen, but the results were: 1064 orks killed and 54 ork buildings razed for a loss of 394 guardsmen. A result made possible by the effective use of artillery fire, itself made possible by frequent use of the pause button.
Thank you for the video, finally some IG in this mod) And maybe you should better use tanks for attacking orcs instead infantry? BTW where are the airplanes???? And with artillery help, kill orcs without heavy loses of guardsmen, yes 400 dead soldiers it's VERY BIG casualties, especially when you fight againts orcs, which can make something only in close combat and VERY big number. And logically they can do nothing to imperial tanks, but hey it's Warhammer, there is NO logic, only money from tabletop
@@Stanislav292 I probably would have been far more effective if I had just had the tanks lead the attack. I was trying to model somewhat realistic tactics, in which tanks never operate without infantry support. So I kept a screen of infantry in front of my tanks, which basically guaranteed zero tanks losses unless the enemy broke through the screen, although it did mean my infantry took casualties (but much fewer than they would have if the tanks weren't present at all, since the tanks usually pretty quickly destroyed whatever was killing the infantry). Of course I think I took the bulk of my infantry losses in the early part of the battle anyway, before I was able to bring up any tanks (there are some prerequisites to build before I could build any tanks). Admittedly these kind of real world tactics are of limited effectiveness with the game in its current state (even with the Cinematic Battles mod, which does increase realism noticeably over the base game). The range of the tank guns is so limited that with the tanks behind the infantry they can't fire very far beyond the front line. Both tanks and infantry have equal ability to observe the battlefield (irl tanks have very limited visibility, seeing the world out of a handful of periscopes and vision ports, and mostly have to rely on infantry to secure the immediate area around them). And infantry aren't able to make very effective use of cover and concealment. Real world tactics might be somewhat more effective given some additional realism modding (increase weapon ranges to several hundred meters for infantry and a couple kilometers for tanks, if possible make vision based on line-of-site instead of distance, otherwise extend vision distances to several hundred meters, implement a better cover and stealth system with infantry being better able to detect hidden units than tanks etc...). One thing that would both allow closer adherence to real world tactics, and make them more effective, would be if infantry could take more effective cover (while I think DOW2 is a lesser game overall than DOW1 it might make a better base game for a full realism mod because of its superior cover system). Such a mod would feel less Dawn of War, and a bit more Combat Mission: Warhammer 40k (a game I really wish existed, but which sadly does not). As for aircraft, the ones in the video are ork fighta-bommerz. There are aircraft available to the Guard as well, which I probably should have used. There are reasons I didn't use them, mainly coming down to I didn't feel like micromanaging strafing runs, but yes I probably would have been a bit more effective overall if I had used them. As things were I was mainly just happy to shoot down the ork aircraft.
I tried out this mod today had about 210 guardsmen on the frontline with about 17 tanks and about 12 basilisks game crashed on the first engagement on the frontlines but then in the second round it worked fine i love how this mod gives unlimited guardsmen
I stopped the recording before getting to the end game statistics screen, but the results were: 1064 orks killed and 54 ork buildings razed for a loss of 394 guardsmen. A result made possible by the effective use of artillery fire, itself made possible by frequent use of the pause button.
Thank you for the video, finally some IG in this mod)
And maybe you should better use tanks for attacking orcs instead infantry?
BTW where are the airplanes????
And with artillery help, kill orcs without heavy loses of guardsmen, yes 400 dead soldiers it's VERY BIG casualties, especially when you fight againts orcs, which can make something only in close combat and VERY big number. And logically they can do nothing to imperial tanks, but hey it's Warhammer, there is NO logic, only money from tabletop
@@Stanislav292 I probably would have been far more effective if I had just had the tanks lead the attack. I was trying to model somewhat realistic tactics, in which tanks never operate without infantry support. So I kept a screen of infantry in front of my tanks, which basically guaranteed zero tanks losses unless the enemy broke through the screen, although it did mean my infantry took casualties (but much fewer than they would have if the tanks weren't present at all, since the tanks usually pretty quickly destroyed whatever was killing the infantry). Of course I think I took the bulk of my infantry losses in the early part of the battle anyway, before I was able to bring up any tanks (there are some prerequisites to build before I could build any tanks).
Admittedly these kind of real world tactics are of limited effectiveness with the game in its current state (even with the Cinematic Battles mod, which does increase realism noticeably over the base game). The range of the tank guns is so limited that with the tanks behind the infantry they can't fire very far beyond the front line. Both tanks and infantry have equal ability to observe the battlefield (irl tanks have very limited visibility, seeing the world out of a handful of periscopes and vision ports, and mostly have to rely on infantry to secure the immediate area around them). And infantry aren't able to make very effective use of cover and concealment. Real world tactics might be somewhat more effective given some additional realism modding (increase weapon ranges to several hundred meters for infantry and a couple kilometers for tanks, if possible make vision based on line-of-site instead of distance, otherwise extend vision distances to several hundred meters, implement a better cover and stealth system with infantry being better able to detect hidden units than tanks etc...). One thing that would both allow closer adherence to real world tactics, and make them more effective, would be if infantry could take more effective cover (while I think DOW2 is a lesser game overall than DOW1 it might make a better base game for a full realism mod because of its superior cover system). Such a mod would feel less Dawn of War, and a bit more Combat Mission: Warhammer 40k (a game I really wish existed, but which sadly does not).
As for aircraft, the ones in the video are ork fighta-bommerz. There are aircraft available to the Guard as well, which I probably should have used. There are reasons I didn't use them, mainly coming down to I didn't feel like micromanaging strafing runs, but yes I probably would have been a bit more effective overall if I had used them. As things were I was mainly just happy to shoot down the ork aircraft.
I tried out this mod today had about 210 guardsmen on the frontline with about 17 tanks and about 12 basilisks game crashed on the first engagement on the frontlines but then in the second round it worked fine i love how this mod gives unlimited guardsmen
I wish this game was in VR
yo can i have the link to the mod by any chance
www.moddb.com/mods/cinematic-battles
@@gareththompson2708 thank you very much
I dont know if you know this already but you can disable ur HUD in the console ;)