Quote:
Originally Posted by Suhiir
Finally had the time to play the scenario.
Taking the advice of earlier posters I also popped smoke right off the bat. I'd say that's essential, because as a test I tried it without smoke a 2nd time and got totally slaughtered.
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Yeah, ya gotta smoke up the place. Maybe I'll add popping smoke as a hint?
Quote:
Originally Posted by Suhiir
Maybe break up one (or two) of the Mujahadeen/Al Qaeda squads into smaller teams. They rarely have so many men in one place except during an actual attack. It will also give the player more targets to try to deal with.
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Hmm, now that's very interesting. I'll play test that idea, cool!
Quote:
Originally Posted by Suhiir
Generally the FO unit in a Recon Team is the "zero" unit so it's ability to call in fire is enhanced, but I fully understand why you don't want the initial call to be too fast. Another option would be to make the artillery a reinforcement on turn 2.
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Another ROT suggestion... and I can learn another game design skill to boot, sweeeeet (my boy is into skateboarding and I think its rubbing onto me at times.)
Quote:
Originally Posted by Suhiir
I lost 2 men (1 from the HQ and an FO to my own artillery). Once the Mujahadeen/Al Qaeda ran out of RPGs the HUMMERS made useful light tanks for drawing fire and (minimally) suppressing them. The real heroes of the scenario were the snipers and their thermal sights.
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Only lost two guys, gotta watch those danger close fires.