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News from the Eastern Front - my struggle with Mius

Oh, I am surprised that the long 75 in the Stug is not penning that Valentine. I am also surprised the infantry gun didn’t fire. 100 meters is almost “can’t miss” territory. Why don’t you PM one of the YouTube tutorial creators and see what they say? Better yet, PM FGM’er @Lethal2615, he would be a good resource to talk to.
 
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Oh, I am surprised that the long 75 in the Stug is not penning that Valentine.

It did penetrate many times. The game lets you toggle between showing all hits, penetrating hits, and penetrating hits that did damage. The problem is not that I couldn't penetrate the Valentine, but that the penetrations only damaged the tracks, even though the engine block was also hit. I'm thinking maybe there is an issue with the hit boxes, or maybe I have just been really unlucky.

In other news, I was finally able to win the Tumulus campaign. Got forced off the objective towards the end, but had kept it long enough for the victory points to stack up, so got a combined points score win. I'm wondering if it's possible to keep the objective all through the seven turns of the campaign. The terrain is very challenging; long fields of fire are difficult to find, and if the Russians get close, it's basically game over.

I'm far from a master of the game yet though. Still making new mistakes and learning new things with every playthrough.
 
One of the things that make this game so difficult to learn is that the manual is not very informative, so you need to watch online videos to help understand what's going on. But since the game is continuously updated and changed, a lot of that info is no longer valid.

However, that also means that the game is updated and patched more than Combat Mission, where even pretty serious bugs and flaws can sometimes fester for years.

Some of the Mius Front patching reveals an obsessive attention to detail:

On July 18th, 2018, a patch included a "Modified shader for visualization of rotating screws".
 
The manual is sort of like an outline. The Tank Warfare:Tunisia 1943 manual written by @Lethal2615 is very useful for fleshing out the original manual. Although it’s a different game, it is relevant and therefore useful.
 
No, I just can't find the time to play it. But I've thought about buying it and read / watch some u-tube videos about it. I like a lot of what I see / read. I hope you can figure it out and maybe teach the rest of us.
 
I tried Tunisia 1943 some years ago, parts of the game were very good but I got frustrated with random situations such as those described by @Bulletpoint. I wanted to like it but they happened too often to accept as battlefield 'stuff'. It was a longtime ago, maybe it's better now if they update often. I'll watch this thread with interest.
 
So Graviteam updates their games on a fairly regular basis, I think the last TW 1943 patch was in December. I think Mius was just updated.
 
Back from the front again. I've started to feel more comfortable with more advanced stuff, like various kinds of artillery, better maneuvering, etc. Still enojying the game, and it's still a challenge.

But I also keep finding some strange situations:

1: In the last battle, an enemy tank blew up for apparently no reason. Checking after the battle, there were no impact hits at all. Clicking the button to show which unit destroyed it, the camera moved to a dead enemy infantry squad.

2: I was attacked and stacked the defending square with three platoons of infantry. At the end of the battle, I had still loads of troops there, and the enemy had one platoon and a tank. The game decided that the enemy took control of that square. I thought I would have kept it. Sure, they had a tank, but I've read that tanks count as less than infantry for deciding area control.

3: I can't figure out how to order a platoon to take up a nice, even defence in a tree line. During setup, I can deploy each of the three squads along the edge of the trees, but the squads clump together. I want each squad to form a line. When battle starts, there's a movement option to make squads form a line, but it only works while moving, and I cant seem to control facing at the end point. Giving a "set up defence here" order seems to make squads deploy pretty randomly, some in the trees, some in the open.
 
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I'm happy to report that I have successfully won the tumulus area campaign, holding on to the main objective hill all the way through.

The campaign is only seven turns, which translates to a bit more than a day and a night, but the Russians assault around the clock. This time, they were driven back each time they attacked.

And with that, I hereby promote myself from green to regular.

:singer:
 
@HOA_KSOP Thanks, yes it does feel like I now have a much better grasp on what goes on, and why.

By the way, do you know if it's possible to get rid of the pitch black shadows inside shell craters? I find it looks pretty odd.

Some shells are incendiary, so of course they will burn a black patch on the ground, but I'm talking about regular shellholes.
 
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@HOA_KSOP Thanks, yes it does feel like I now have a much better grasp on what goes on, and why.

By the way, do you know if it's possible to get rid of the pitch black shadows inside shell craters? I find it looks pretty odd.

Some shells are incendiary, so of course they will burn a black patch on the ground, but I'm talking about regular shellholes.
Nope, I cannot tell you how to moderate the shadows.
 
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