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When I do wargame, I play hour long games pretty much exclusively. The reasons for which are better explained on the Eugen Forums. Logistics and unit availability is the short answer.

I agree... However, if I want to get a Ranked Game... I want to ensure I can complete it without interuption (20-30 mins works.... 1 hour is difficult)

I do hope Supply is implemented!
 
Wargame - although not drawn front lines - never gave up a unit unless it was spotted (same goes for RUSE)
I mean it will give u info that there is a unit in this forest, or in the area , now when i look at the map i can see that there is somthing in some locations :). In wargame it often happend that u have undefended flank and no one tryed to rush there because he didnt know what to expect now u got a little intel about that
 
I mean it will give u info that there is a unit in this forest, or in the area , now when i look at the map i can see that there is somthing in some locations :). In wargame it often happend that u have undefended flank and no one tryed to rush there because he didnt know what to expect now u got a little intel about that

I think the intel on this screen shot was because the vehicle was already identified (the one in the shot by the unit) and the one on the mini-map not on the screen may be identified by the scout unit on the top left
 
Things I noticed:

Next to the player-name you can see how many points of units (or income) each player gets for Phase A / B / C.
PapaYankee gets 90 in phase A. Top left shows "+90".

Unit Icons list Armor value and, presumably, some kind of attack value.
Tank has bar above it. Fuel? Health? Duration of the "Fall back" effect?
The AT-Gun has a small green pin on it - maybe it shows that the unit is in cover.
The AT-Gun also has a green square with a number in it.
In front of the AT-Gun you can also see, I assume, its field of fire on the ground.

The visible enemy vehicle has a "Timer" icon on it, similiar to the icon top left of the screenshot.

Edit:

It also shows that PapaYankee is currently losing at the end of Phase A, even though he brough more points into it than the Computer (;
 
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How do you helirush in this game?
With a Fl 282 Kolibri?

26f39fcb03a3b4b998f587d787fc1e30.jpg
 
How do you helirush in this game?

Like in Act of aggression, see my guide: http://forums.eugensystems.com/viewtopic.php?f=196&t=54280
In short (you will most probably not read the guide until you find the solution):

You need a scout, a few powerful helicopters, and some speed and agility with it haha.

You make diagonal side steps and only go in close range, as long as your scout is alive...
that means: cruising enemy units and hit and run
 
Coaxial machinegun sounds good. I am just hoping for formations and also penalties if you catch e.g. infantry from a side or behind with MG.
 
- Lower right corner: The naval Gun battery displays the number '30', possibly 30 HE damage?
- Lower left corner: Three different fire missions available for off-map artillery. Unobserved/observed/smoke?
- Artillery aiming cursor says time on target 55 seconds. Seems to be a countdown.