Hi all
Just started my first try at HSR 2.05 and must say i am pretty impressed and have having a fun time.
I haven't read any of the change logs so my comments are purely based on observations from a few hours play (1936 as GER up to Vichy event). So if i have got anything wrong please let me know.
1) GRAPHICS
These are great! What more can i say.
2) COMBAT
This seems to last longer than vanilla HOI which makes use of reserves more important and effective (in normal HOI the combat is usually over before they arrive).
3) TECH TREE
A few changes here, mostly seems to relate to how 'brigades' work, more on that next.
4) NEW WAY OF WORKING FOR BRIGADES
I think this is the bit i have been most impressed with. There are some new brigade types:
Army Artillry : These attach to HQ's and give them big attack bonus's. This has the effect of making HQ's imprtant! Also it is now benificial to attach your good GEN and FM's to them which in my opinion is a good thing.
Heavy Brigades : These attach to infantry and give them bous's in all area's. The reason being you have to research Art/AA/AT to a certain level before you can build them
Elite units : You can now build SS units (brigades) which give lots of nice bonus's (particualy ORG/Moarale and even movement) - expensive though.
You also get all the usual brigades except ENG which are no longer available (unless there's a TECH that activates them that i haven't researched)
5) LEADERS
Wasn't sure about this at first but decided i like it as it cuts micro management a bit. Most leaders start ad LtGEN so less messing around with MajGen. Also now GEN's only have command of 6. Air leaders now have bigger command limits. Also all the leader traits have been changed ( as Germans your leaders seem to have a lot more traits than before).
6) EVENTS
Extra events but not too many. The things i thought was good was getting blueprints from certain events and the effects of war weariness by adding in extra dissent every few months if still at war (counterbalanced by dissent reductions for successes).
7) NAVY
Haven't tried any combat yet but one thing i did notice was that my level IV subs only have 2 ORG. Is this to stop them being used to attack surface fleets rather than convoy's which was historically there main role? I am now researching some naval doctrines to try and bost this.
Thanks modders for all your efforts
Doc
Just started my first try at HSR 2.05 and must say i am pretty impressed and have having a fun time.
I haven't read any of the change logs so my comments are purely based on observations from a few hours play (1936 as GER up to Vichy event). So if i have got anything wrong please let me know.
1) GRAPHICS
These are great! What more can i say.
2) COMBAT
This seems to last longer than vanilla HOI which makes use of reserves more important and effective (in normal HOI the combat is usually over before they arrive).
3) TECH TREE
A few changes here, mostly seems to relate to how 'brigades' work, more on that next.
4) NEW WAY OF WORKING FOR BRIGADES
I think this is the bit i have been most impressed with. There are some new brigade types:
Army Artillry : These attach to HQ's and give them big attack bonus's. This has the effect of making HQ's imprtant! Also it is now benificial to attach your good GEN and FM's to them which in my opinion is a good thing.
Heavy Brigades : These attach to infantry and give them bous's in all area's. The reason being you have to research Art/AA/AT to a certain level before you can build them
Elite units : You can now build SS units (brigades) which give lots of nice bonus's (particualy ORG/Moarale and even movement) - expensive though.
You also get all the usual brigades except ENG which are no longer available (unless there's a TECH that activates them that i haven't researched)
5) LEADERS
Wasn't sure about this at first but decided i like it as it cuts micro management a bit. Most leaders start ad LtGEN so less messing around with MajGen. Also now GEN's only have command of 6. Air leaders now have bigger command limits. Also all the leader traits have been changed ( as Germans your leaders seem to have a lot more traits than before).
6) EVENTS
Extra events but not too many. The things i thought was good was getting blueprints from certain events and the effects of war weariness by adding in extra dissent every few months if still at war (counterbalanced by dissent reductions for successes).
7) NAVY
Haven't tried any combat yet but one thing i did notice was that my level IV subs only have 2 ORG. Is this to stop them being used to attack surface fleets rather than convoy's which was historically there main role? I am now researching some naval doctrines to try and bost this.
Thanks modders for all your efforts
Doc