Raizok;4620995No Frederf, you did not understand me completely. The thing is, there is absolutely no reason to have this rule on Crete, even for historical reasons (so your rebuttal on the Junkers Suda Bay issue is void).
As for your "ALL AAA" comment, let me repeat my previous statement with emphasis added:
Besides, tell me - have you ever seen a round of Crete where all Bofors were occupied at all times?
As to your engineer argument - after 20 seconds the gun may be in "working condition", but having such a low armor value that an enemy soldier needs only so much as to spit on it to disable it again. For a fully repaired Bofors, it takes only about 10 seconds for an ATR and 5 seconds for a plane to disable it from a safe distance, and about 3-10 seconds for any explosive-equipped trooper to do just that from close-up.
Not to mention the fact that you can always temporarily disable the gun by completing a certain magic trick called "shooting the crew"...[/quote]
What rule? What's invalid about calling you out that the only workable solution to deliver soldiers to Crete in the face of a wall of AAA is to do something totally a-historical?
Also note that all of your anti-AAA gun tactics are predicated on German soldiers being next to them. How are they going to get there?
[quote=Uberhauptstormfuhrer;4621232]I say more planes would balance things out nicely, IRL there was massive air support.
More planes = less paratroopers.
you forget to make the sum. Let suppose all aircraft take off fully manned: that makes 2 stukka1 2 stukka2 1 bf109 9 Ju 52 1 9 Ju 52 2 That makes a total of 23. meaning that 9 ppl are waisting their time w8ing for the next transport, and obviously, let's say 50 percent die before they hit the ground ? And hopefully the aircraft was destoyed or turned back, otherwice you can wait a long time. Crete defeatly needs more Ju 52, just for the love of God to get them all out of base. The number however could prehaps be reduced when axis have more flags.
Ahem...we have done some changes for Crete and all maps to improve balance, public playing shows nicely the balance problems of maps.
Do you think that we sit over our lazy asses?
Frederf: you clearly haven't read my post carefully, please correct that and only then reply - no offense, but I otherwise refuse to participate in a discussion if I have to say something over and over again.
Lobo: yes, and drink Sangria all day :D.
Lobo;4621395Ahem...we have done some changes for Crete and all maps to improve balance, public playing shows nicely the balance problems of maps. Do you think that we sit over our lazy asses?
Yeah why? :p Seriously, good to know. Did you fix - or at least reduce - the balance issues taking inspiration in the suggestions threads, or did you just notice the main complains and fix it only on your own? In other words, is it still usefull to post suggestions here? (I mean, IMO, showing a problem is one thing, but also proposing a solution is way better - unless you devs don't bother).
Yesterday I played Crete with a great squad leader the Konigsberger. But I was so furious with the way AA were dealing with infantry. Deaths from AA amounted to 60% of German infantry casualties. every AA was mounted by Brits and every time they got bombed, it was repaired - a viscous circle.
So please let me use AA against Brits - fair deal so to speak, or simply put more sandbags around the AA's so it could not harm infantry in such volumes
Please. Crete is becoming so one sided.
suggestions are always good, Sgt-D, some have sense and others haven't, but keep them coming, public playing will be the judge, but no map is ever left behind.
That's what I thought, of course ; still, thx for reply.
This is also why we love FH, the interactive community.