Heil Justin!
Every time I open this map, I'm reminded how gorgeous it is. All it's missing seems to be a Munchen school choir cooing 'Stille Nacht, Heilige Nacht' at the beginning, lol... It's brilliantly designed...
Three quick questions and a favour to ask...
1. As Germans, do I have to route via the Malmedy crossroads to reach either of the fuel dumps? Or is there a clever alternative that I can't quite see?
2. I notice that engineers can lay smoke (cute icon btw). Can they also use Amaris' 'real engineers' functions? Demolishing tank traps would be mighty handy.
3. Do any bonuses kick in after specified turns. For example, do Germans get 1-2 wallops of Heavy Arty at the beginning? Do Allies get P51s or Typhoons halfway in? (As Germans, I'd like you to say No please)
Favour. Please add some basic tactical info to your 1st post of this thread, to help newbies become (slightly) less disadvantaged versus those who know the map inside out...
1. Which sides get which bonuses? Is it only Allies receiving Medic & Rally? Are there any triggers for either side to gain/lose bonuses?
2. Are the trigger locations for reinforcements randomised? If always the same, where are they?
3. Are the reinforcement units randomised? If not randomised, what should we expect? At which trigger point?
Fuel Depot regulars will know this... Newbies (like me) won't have a clue... Lambs to our slaughter?
Here goes nuttin', lol