Decisive Campaigns: Case Blue
Moderadores: Hetzer, Moderadores Wargames
Re: Decisive Campaigns: Case Blue
Me puse a trastear con la aviación y la beta ha pasado a ser nuevamente alpha.
Se retrasa la salida del juego diez años.
Jodidos avionciontos...
Se retrasa la salida del juego diez años.
Jodidos avionciontos...

"Narcissa cogió el libro y leyó para sus adentros, sobre extrañas gentes en un mundo extraño donde las cosas sucedían como debían suceder".
Sartoris - William Faulkner
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- Crack - Oberst
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Re: Decisive Campaigns: Case Blue
Na eran unos comentarios sobre el juego, no me acordaba de la confidencialidad de la beta... por ahora hay cosas que no me gustan NADA del juego pero bueno, dice Vic que si va a mirar tal y cual... a ver si toca esos puntos.
Pues la avacion es lo mas facil de todo, la dejas en modo espera y solo la llamas para cosas puntuales
Pues la avacion es lo mas facil de todo, la dejas en modo espera y solo la llamas para cosas puntuales

"Non vi sed arte, No por la fuerza sino por la astucia", LRDG
"Lo mejor en la vida es estar borracho, y lo segundo mejor es estar salido" Tyrion Lannister, Poeta.
"Lo mejor en la vida es estar borracho, y lo segundo mejor es estar salido" Tyrion Lannister, Poeta.
Re: Decisive Campaigns: Case Blue
Pues si es confidencial mejor no darle vueltas. Pero joer Algharib, para un juego que besteas dura un dia...nomada_squadman45 escribió:Na eran unos comentarios sobre el juego, no me acordaba de la confidencialidad de la beta... por ahora hay cosas que no me gustan NADA del juego pero bueno, dice Vic que si va a mirar tal y cual... a ver si toca esos puntos.
Pues la avacion es lo mas facil de todo, la dejas en modo espera y solo la llamas para cosas puntuales
Re: Decisive Campaigns: Case Blue
Ayer salió a la venta
. Sinceramente, y pese a lo poquito que he trasteado, me parece un juegazo en toda regla. Vic ha introducido muchas mejoras que hacen que la saga haya dado un importante paso adelante ganando en profundidad y manteniendo la elegancia exhibida en el primer DC. Para los amantes del east front un imprescindible, 100x100 recommended!


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Re: Decisive Campaigns: Case Blue
Yo tenia pensado comprarlo nada mas salir pero con lo cargado que estoy ahora, con otros juegos que me llenan mas y con el hecho de que no me gusta NADA como implemento las divisiones de infanteria sovieticas... no me gusta que se reparta la artilleria divisional entre los regimientos de infanteria cargandose el regimiento de artilleria... eso que desaparecieron cosas como las MGs y armas de apoyo que en el DC1 SI salen, por no hablar del multy, se cargo las partidas de mas de 1 jugador por bando por el malditos sistema de partidas on-line asi que si quieres 2 VS 2 o similares tienes que esperar que lo haga un modeador...
Yo me esperare a que este de oferta, si no es este año, el que viene.
PD: no es mal juego pero no es todo lo que esperaba

Yo me esperare a que este de oferta, si no es este año, el que viene.
PD: no es mal juego pero no es todo lo que esperaba
"Non vi sed arte, No por la fuerza sino por la astucia", LRDG
"Lo mejor en la vida es estar borracho, y lo segundo mejor es estar salido" Tyrion Lannister, Poeta.
"Lo mejor en la vida es estar borracho, y lo segundo mejor es estar salido" Tyrion Lannister, Poeta.
- Niko
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Re: Decisive Campaigns: Case Blue
Gracias por tus palabaras Nomada.
Saludos
Saludos

Mi pais no puede permitirse el lujo de otro triunfo de Montgomery
BERNARDO, Principe de Holanda
Re: Decisive Campaigns: Case Blue
Estoy tentado de comprar el juego, más que nada porque me interesa el escenario. Un par de preguntas si alguien me puede contestar
1. ¿Necesita mucho micromanagement?
2. ¿Como cuanto se tarda en jugar un turno?
1. ¿Necesita mucho micromanagement?
2. ¿Como cuanto se tarda en jugar un turno?
Re: Decisive Campaigns: Case Blue
1. No, el justo. No es un Witp ni mucho menos. Fijarse en los replacements, puedes crear brigadas, nuevas unidades, cambiar la composición de un regimiento a kampfgruppe u lo que desees, y el tema de las cartas que le da mucha vidilla a los turnos. Acciones ligeras vaya, tampoco exige romperse mil neuronas.Aryaman escribió:Estoy tentado de comprar el juego, más que nada porque me interesa el escenario. Un par de preguntas si alguien me puede contestar1. ¿Necesita mucho micromanagement? 2. ¿Como cuanto se tarda en jugar un turno?
2. Estoy con la campaña larga de Blau y hombre, un turno no lo tiras en media hora. Son larguitos, bastante larguitos, pero claro estoy jugando la monster campaign. Mi primer turno lo hice en unas 5 horas pero recreandome en todo. Haciendo el segundo que supongo será más rapidito.
Insisto. Creo que es un juego excelente. Y la gente por los foros de Matrix también va tirando cohetes. Y no es para menos. Es una autentica joya...Un must have.

- Brynden Tully
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Re: Decisive Campaigns: Case Blue
es mejor tirar pa este, en lugar de empezar con el de Paris a Varsovia, ahora que esta un pelin mas barato?
"Familia, deber, honor" Lema de la Casa Tully, vasallos de los Stark, Reyes en el Norte.
Re: Decisive Campaigns: Case Blue
De cabeza. Blau es mucha BlauBrynden Tully escribió:es mejor tirar pa este, en lugar de empezar con el de Paris a Varsovia, ahora que esta un pelin mas barato?


- Boores
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Re: Decisive Campaigns: Case Blue
Copio y pego del manual del juego
CHANGES FROM DC: WARSAW TO PARIS
Well it’s a completely new theatre of war, of course, which means new troop types,
nations, and landscape types. Some other changes:
»» High Command Rules
»» Intermediary objectives dictated by High Command keep the
game more interesting during long campaign scenarios.
»» Gives the German player a better historical simulation of the
effect of overambitious orders of German High Command.
»» Includes ‘no step back’ order rules and dismissal rules.
»» Replacement troops can be sent to units in the field
that don’t have their ideal OOB complement.
»» Historical reinforcements arrive on schedule and
become available through play of an action card.
»» Completely new AI written specifically for Case Blue.
»» New divisions or HQs can be created from scratch; lost regiments
can be rebuilt; unit divisional types can also be changed.
»» Logistical Centers provide a big boost to the
radius of your supply network.
»» Naval units and options for amphibious invasions.
»» Air Supply missions allow you to keep encircled troops in supply.
»» Artillery stockpiles.
»»Much larger variety of officer action cards: more
than 25 different cards are present.
»» Axis Minor Rules.
»»Weather extended with mud and winter seasons; rivers can freeze over.
»» Officer pool allows player to change field commanders.
»» PBEM++ system allows easy in-game multiplayer
through Slitherine’s PBEM++ servers.
»» Editor has been made accessible.
»» Rail differences and repair time.
»» Airfield overcrowding rules and more realistic intercept rules.
»» Improved naval transport loading and unloading rules.
»» Oil reserves can run out and limit your panzer
and air mobility and battle readiness.
»» Special rules for details like guards, partisans,
worker militias and Cossacks.
»» Enemy ZOCs can now affect your movement costs.
»» Supply is now handled as being delivered from High
Command (Stavka, OKH, etc.); see Section 13 for more.
»» Rivers are not quite as formidable as they were in Warsaw to
Paris in terms of hindering supply, and smaller rivers don’t give
the same large defensive bonus as their bigger brethren.
HONEST APPRAISAL OF THE AI
VR Designs coded a completely new AI for DC2; the new AI is simpler but more
effective in large scenarios then the previous DC1 AI.
However to compensate for some innate shortcomings, it is recommend to give a
small advantage to the AI so that player and AI are again on a level playing field.
These small advantages are the default setup of the scenarios because the ‘‘normal AI
difficulty mode” gives a few small modifiers to the AI. If you want to play without these
modifiers, play the AI on the “Easy” difficulty setting.
Furthermore, the AI makes changes to officers for free, as well as it to its OOB (new
unit/change HQ), but that’s it. If you are annoyed with these small advantages, keep in
mind that what matters is getting close to a level playing field. For instance it’s very
difficult for the AI to decide when the ideal time is to play an (officer) action card for
maximum effect. Played at the right time on the right spot it can make a tremendous
difference ... but it’s very hard to teach the AI this. All in all, it’s doing a good job. I
advise playing it especially in the 1st Panzer Army campaign, which has been designed
with the AI in mind.
SCENARIO TYPES
This game comes with campaign scenarios, small scenarios and a linked-scenario
campaign.
Campaign scenarios use all rules and stretch over the full map and take
about 30 turns (in the short variants) to complete. These scenarios are Trappenjagd,
Case Blue and Operation Uranus.
Small scenarios don’t use many of the campaign rules and are played on a portion of the
main map and are usually pretty short. These scenarios include Drive on Voronezh and
2nd Kharkov. These scenarios are ideal to start to learn the game.
The small scenarios differ from the big campaign scenarios in the fact that they are
played on a cut-out of the map, over a very limited duration of time. In small scenarios
there is no officer pool available, no options for dynamic OOB management, no High
Command rules, no use for prestige and political points, no high command autorestoration
(on destruction), no hand cards for the regimes and no axis minor rules.
This is all done because a lot of strategic options do not suit the small scenarios. It is
important to realise that not mentioned rules like officer cards, weather, rail, guards,
supply, fuel and C&C rules (among others) are still in effect.
The linked-scenario campaign uses some campaign rules like replacements, dynamic
OOB (new unit creation, etc.) and the officer pool, but is played on smaller maps that
have a limited number of rounds to be played. When you win a scenario, your forces are
automatically taken to the next scenario in the campaign. The linked scenario campaign
is the 1st Panzer Army campaign.

CHANGES FROM DC: WARSAW TO PARIS
Well it’s a completely new theatre of war, of course, which means new troop types,
nations, and landscape types. Some other changes:
»» High Command Rules
»» Intermediary objectives dictated by High Command keep the
game more interesting during long campaign scenarios.
»» Gives the German player a better historical simulation of the
effect of overambitious orders of German High Command.
»» Includes ‘no step back’ order rules and dismissal rules.
»» Replacement troops can be sent to units in the field
that don’t have their ideal OOB complement.
»» Historical reinforcements arrive on schedule and
become available through play of an action card.
»» Completely new AI written specifically for Case Blue.
»» New divisions or HQs can be created from scratch; lost regiments
can be rebuilt; unit divisional types can also be changed.
»» Logistical Centers provide a big boost to the
radius of your supply network.
»» Naval units and options for amphibious invasions.
»» Air Supply missions allow you to keep encircled troops in supply.
»» Artillery stockpiles.
»»Much larger variety of officer action cards: more
than 25 different cards are present.
»» Axis Minor Rules.
»»Weather extended with mud and winter seasons; rivers can freeze over.
»» Officer pool allows player to change field commanders.
»» PBEM++ system allows easy in-game multiplayer
through Slitherine’s PBEM++ servers.
»» Editor has been made accessible.
»» Rail differences and repair time.
»» Airfield overcrowding rules and more realistic intercept rules.
»» Improved naval transport loading and unloading rules.
»» Oil reserves can run out and limit your panzer
and air mobility and battle readiness.
»» Special rules for details like guards, partisans,
worker militias and Cossacks.
»» Enemy ZOCs can now affect your movement costs.
»» Supply is now handled as being delivered from High
Command (Stavka, OKH, etc.); see Section 13 for more.
»» Rivers are not quite as formidable as they were in Warsaw to
Paris in terms of hindering supply, and smaller rivers don’t give
the same large defensive bonus as their bigger brethren.
HONEST APPRAISAL OF THE AI
VR Designs coded a completely new AI for DC2; the new AI is simpler but more
effective in large scenarios then the previous DC1 AI.
However to compensate for some innate shortcomings, it is recommend to give a
small advantage to the AI so that player and AI are again on a level playing field.
These small advantages are the default setup of the scenarios because the ‘‘normal AI
difficulty mode” gives a few small modifiers to the AI. If you want to play without these
modifiers, play the AI on the “Easy” difficulty setting.
Furthermore, the AI makes changes to officers for free, as well as it to its OOB (new
unit/change HQ), but that’s it. If you are annoyed with these small advantages, keep in
mind that what matters is getting close to a level playing field. For instance it’s very
difficult for the AI to decide when the ideal time is to play an (officer) action card for
maximum effect. Played at the right time on the right spot it can make a tremendous
difference ... but it’s very hard to teach the AI this. All in all, it’s doing a good job. I
advise playing it especially in the 1st Panzer Army campaign, which has been designed
with the AI in mind.
SCENARIO TYPES
This game comes with campaign scenarios, small scenarios and a linked-scenario
campaign.
Campaign scenarios use all rules and stretch over the full map and take
about 30 turns (in the short variants) to complete. These scenarios are Trappenjagd,
Case Blue and Operation Uranus.
Small scenarios don’t use many of the campaign rules and are played on a portion of the
main map and are usually pretty short. These scenarios include Drive on Voronezh and
2nd Kharkov. These scenarios are ideal to start to learn the game.
The small scenarios differ from the big campaign scenarios in the fact that they are
played on a cut-out of the map, over a very limited duration of time. In small scenarios
there is no officer pool available, no options for dynamic OOB management, no High
Command rules, no use for prestige and political points, no high command autorestoration
(on destruction), no hand cards for the regimes and no axis minor rules.
This is all done because a lot of strategic options do not suit the small scenarios. It is
important to realise that not mentioned rules like officer cards, weather, rail, guards,
supply, fuel and C&C rules (among others) are still in effect.
The linked-scenario campaign uses some campaign rules like replacements, dynamic
OOB (new unit creation, etc.) and the officer pool, but is played on smaller maps that
have a limited number of rounds to be played. When you win a scenario, your forces are
automatically taken to the next scenario in the campaign. The linked scenario campaign
is the 1st Panzer Army campaign.

<<Alios ego vidi ventos;alias prospexi animo procellas>>Marcus Tullius Cicero
(He visto otros vientos,he afrontado otras tempestades)
- ElNavegante
- Regular - Unteroffizier
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Re: Decisive Campaigns: Case Blue
¿Y el editor? ¿habeis ojeado el editor?
, ¿da muchas posibilidades?, yo soy de los que ha pillado los dos Advanced Tactics y los estoy disfrutando mucho con el editor.


Re: Decisive Campaigns: Case Blue
Bueno de momento me he pillado el case blue, y he empezado con el escenario de Kharkov, que es clavadito al que diseñé yo mismo para TOAW, con OOB nivel regimiento y HQs en cuerpo de ejército. Jugaré un poco hasta pillar el tranquillo y luego a ver si me aventuro en PBEM
- Boores
- Crack - Oberst
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Re: Decisive Campaigns: Case Blue
Este Case Blue, tiene un editor potente: permite desde pequeñas modificaciones, hasta crear campañas compuestas por escenarios enlazados. Se pueden crear escenarios desde cero, terreno, unidades, etc...hasta la IA
Una pasada

Una pasada


<<Alios ego vidi ventos;alias prospexi animo procellas>>Marcus Tullius Cicero
(He visto otros vientos,he afrontado otras tempestades)
Re: Decisive Campaigns: Case Blue
Alguien ha probado que tal va en PBEM?