Poll

How much Iron is in Europe?

1 litre
99 (11.7%)
10 litres
11 (1.3%)
20 litres
10 (1.2%)
200 litres
16 (1.9%)
400 litres
48 (5.7%)
240.336.676,217765 litres
300 (35.5%)
10.180.000.000.000.000 litres
362 (42.8%)

Total Members Voted: 838

Author Topic: [NW][M]Iron Europe - WWI Mod (RELEASED) - Old Thread  (Read 983216 times)

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Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4155 on: January 15, 2014, 07:45:11 pm »
omg i can just imagine. First the bombardment and then over the top.

Offline Willhelm

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4156 on: January 15, 2014, 07:48:51 pm »
That just comes down to individual event rules, most usually have a dedicated arty regiment.

Anyway, did they use smoke grenades or signals in ww1? I'm thinking an officer could throw a red smoke grenade somewhere, which could be a target for the artillery to fire at. And maybe red for Germany and Blue for French, or else each artillery team would shoot their own men.

Offline Captain America

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4157 on: January 15, 2014, 08:33:34 pm »
Just as a pointer for mappers, a lot of diagrams on German trenches seem to be missing key information. The Germans liked to build redoubts in front of their lines to provide 360° machine gun fire on any troops attempting to get into the trenches. They could be blockhouses, or very small circular trench networks. The gap between these redoubts would be filled with wire to slow an advance. These were generally in very heavily defended parts of the line, but could be an interesting map feature none the less. The very crude drawing below is probably the best way to explain what I mean.

Offline Olafson

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4158 on: January 15, 2014, 09:33:42 pm »
It will suck balls if artillery has to be divided between several regiments. Coordination has to be good, so that they can launch all ordonance on a specific target (Ex. MG position) so that the infantry can take advantage of the situation.

You know.. You could just do it the "MM" way...

Back in the day Regiments were not as stupid as they are today, and actually all met on the same Teamspeak server, set up whispers and elected an general for each team..
There was organization.

Offline Colonel Howe

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4159 on: January 15, 2014, 09:34:59 pm »
Then the communists came...


FUR DA MUTHERLAND
Fuck off, Nazi scum

Offline Archduke Sven

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4160 on: January 15, 2014, 09:36:29 pm »
It will suck balls if artillery has to be divided between several regiments. Coordination has to be good, so that they can launch all ordonance on a specific target (Ex. MG position) so that the infantry can take advantage of the situation.

You know.. You could just do it the "MM" way...

Back in the day Regiments were not as stupid as they are today, and actually all met on the same Teamspeak server, set up whispers and elected an general for each team..
There was organization.

But then NW was released and it attracted people who don't exactly meet the requirements for being capable, but they do meet the requirements of being powerhungry.

Might twurk here, i wouldnt know.


told that bih don't @ me

Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4161 on: January 15, 2014, 09:46:17 pm »
I think we should give it a shot.

Offline sovietgondor

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4162 on: January 15, 2014, 10:06:31 pm »
That just comes down to individual event rules, most usually have a dedicated arty regiment.

Anyway, did they use smoke grenades or signals in ww1? I'm thinking an officer could throw a red smoke grenade somewhere, which could be a target for the artillery to fire at. And maybe red for Germany and Blue for French, or else each artillery team would shoot their own men.

The only thing I thing I can remember is flare/signal guns. Having something like that would be cool and add some form of teamwork between regiments.


Offline BNS Marko

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4163 on: January 15, 2014, 10:45:29 pm »
That just comes down to individual event rules, most usually have a dedicated arty regiment.

Anyway, did they use smoke grenades or signals in ww1? I'm thinking an officer could throw a red smoke grenade somewhere, which could be a target for the artillery to fire at. And maybe red for Germany and Blue for French, or else each artillery team would shoot their own men.

The only thing I thing I can remember is flare/signal guns. Having something like that would be cool and add some form of teamwork between regiments.

Add different flares to every nation for better recognisation and imagine the possibilities of capturing an enemy flare on a night time map or some stuff like that. False signals, like it was in WW1.  :)

Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4164 on: January 15, 2014, 10:59:34 pm »
Seems rather useless towards gameplay. Normally artillery is 10 km away from the frontline so then a flaregun would be nice but here the maps are just too small.

Offline Archduke Sven

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4165 on: January 15, 2014, 11:02:14 pm »
Seems rather useless towards gameplay. Normally artillery is 10 km away from the frontline so then a flaregun would be nice but here the maps are just too small.

Its good to show the artillery where they need to drop their shit.


told that bih don't @ me

Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4166 on: January 15, 2014, 11:03:26 pm »
Since they have binoculars themself wouldn't they be able to see the enemy themself?

Offline Archduke Sven

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4167 on: January 15, 2014, 11:24:03 pm »
They aren't at the front so they would doubtfully know where the infantry wants to breakthrough. Thus if the infantry wants to show where arty should fire at, a flair would be useful, instead of trying to explain where.


told that bih don't @ me

Offline TORN

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4168 on: January 15, 2014, 11:32:08 pm »
it's usefull but not handy...(if that makes sense)
Who would carry the flaregun? Which class has to sacrifice half of it's inventory? (gun+ammo).

and by looking at diplex his video you can just barely see the helmet coming out the trench and assuming the artillery will be placed on a higher place. The artillery would have a better sight on the enemies then the infantry would.

Offline Landrik

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Re: [NW][M]Iron Europe - WWI Mod (Update #23 Christmas Update Pg235)
« Reply #4169 on: January 15, 2014, 11:50:49 pm »
Ammo is part of the weapon. It doesn't take up another slot.

I think having a flare gun would be cool. Tactically useful as well as the perfect M&B troll item.
Humans are extremely complicated creatures. Death uncomplicates them to a frightening degree...