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Recent Posts

  • B

    @wc_sumpton Hey sweet ! If you got any better ideas for landmines, that's last big one.

    Escorts i have so they'll place and replace for one escort. Gets too intense for anymore 🙂 Majority place and remove that way anyway 🙂

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  • W

    @beelee

    Downloading and unpacking the game now. Will look it over to see if there is anything else stupid, I can think of.

    Cheers...

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  • B

    @wc_sumpton

    I remember now. originally i gave them a +2 one time AA shot on A and 1 on D for para, so it'd only last for one rd. But the hits can't fire back, which overpowered them.

    They don't get the bonus unless by themselves, so i had to give a negative bonus to every unit that might be with them lol

    That was overachievement ha ha ha But it kinda worked the way you wrote above 🙂

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  • B

    @wc_sumpton

    no there not stupid 🙂 I had done something similar before, hmm ... so actually maybe it is kinda stupid lol

    I think that'd work though. So, it'd keep boosting at 3 or more ?

    Thing is, we only want it for 1st rd of combat, not whole battle.

    I'm actually pretty pleased with how it's working. Just started a game today.

    I screwed up and the wolfpack showup after NCM same as when they remove. Had to change to beforeEndTurn so they will show up after you place.

    Plus the cool hepps image is badass lookin and makes for a quick visual to tell there's one there 🙂

    Screenshot from 2024-05-02 21-30-15.png

    I also had to change paratrooper from isAir to the same as the Para because the 2nd one can't land in newly conquered TTy.

    That's ok though. They will place in any TTy you own, so just let em hook up with the Paras from the git go and move em all at once 🙂

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