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Old February 5th, 2006, 12:29 AM

c_of_red c_of_red is offline
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Default Re: Best way to use airmobile and panzergrenadiers

The real world doesn't have turns, or V-flags, which makes your question silly. Please Note that no game can approximate the real world, so if that is your standard, then everything is gamey. One reason I don't play the WW2 games any more was the whole thing was to gamy for my taste. A 'typical' battle in the ETO would involve 8,000 points of allies advancing against a german delay of maybe 1,000 points. How often do you play one of those? On the Eastern front a standard Soviet attack would start with 10 to 20 tubes per hex firing for 60 turns or so before the 10K points of Soviets assault 1K points of germans. Done one of those lately?
On one hand you are saying it's gamey and non-realistic, on the other you wish to know what your opponents tactical plans are before the game starts. Isn't that a tiny bit gamey? By your own standards.
The most dangerous weapon on the battlefield costs zero points and is available in every nation's OOB. It is suprise. There is absolutly nothing that prevents you from droping paras also, if it bothers you that much, think how it will affect your opponent. No I see this as an attempt to gain an advantage thru negoiations. You are lawyering instead of fighting. The real world doesn't negoiate force limits on combat operations.
You could do the smart thing and keep a reserve. I pull my scouts back after about the half way point of a game and add them to my reserve, just to be able to deal with suprises such as paras. General Franks dropped the 101st ( or the 82nd, I forget which) north of Tikrit in 2003 to act as a blocking force and give the Iraqi army something else to think about. I'm sure Saddam would have loved to call Franks on the phone and accused him of cheating by attempting to 'game the system'.
The bast way to avoid the game ending dash for the flags is to negoiate pregame the victory conditions and just turn the flags off.
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