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Scenario end turn
I have had scenarios end early and last a few more turns that the given number. Sometime they end after 10 turns and others end at turn 23 and sometime they end at turn 27 for a scenario that is suppose to be 25 turns long.
Is there a way to know when the game will end early, or last a few more turns, or is it just a random calculation based on the current conditions? |
Re: Scenario end turn
It is based on the AI's force level and whether it has a chance at the VPs.
A "Broken" force with no VPs (and nothing near one) will throw in the towel - this can be after less than 10 turns especially if you have been lucky with your artillery and killed the HQ. If the AI has kept some of its force as reinforcements (usually slated to arrive at the halfway point) the game will not end till then at the earliest. A game can be extended if some VPs are still being actively contested. The answer is you usually have a feel for it - If you have all the VPs and the AI seems to be running out of units it will probably give up soon. - If you are in a hard fight for the last few VP hexes and you are nearing the alloted time limit it may be extended. |
Re: Scenario end turn
Thanks. I figured you needed all the VP hexes but after that it just seemed pretty random.
Can the human set some of their forces as reinforcements? |
Re: Scenario end turn
No. But the AI can but it's not extra troops it's part or their normal allotment.
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Re: Scenario end turn
Thanks.
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Re: Scenario end turn
The scenario designer can set reinforcements in a scenario, for either player. That applies to stand-alone scenarios, or a user campaign, as those are a linked series of scenarios.
In a random battle, including long campaigns, the AI will reserve some troops to enter later as reinforcements. These AI troops are handy e.g. for catching human scout cars beating up on it's gun line. If you want that effect - place them in the rear and just don't use them for a while. |
Re: Scenario end turn
Thanks.
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Re: Scenario end turn
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