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Pyros said:
One variable that I may alter is to add more turns (in order to allow the player to have more available turns to contest the VP locations outside the camp.
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More turns might not be such a bad idea...
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Pyros said:Concerning the ammo depots that are too close to the frontlines this is made on purpose in order to force the player (that wishes to win a decisive) to stay there and fight (they cost 100 points each).
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I figured so, but I'd bail out the crews in any case as the enemy mortar fire is almost sure to get them anyway...
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Pyros said:BTW, Are the 2 MG nest of any use?
This is a night battle, what do you think of the visibility?
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MG nests haven't seen much combat, but they make it possible to deploy forces in other sectors..., vis ok I think. VC teams are hard to detect...