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November 22nd, 2005, 11:51 PM
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Second Lieutenant
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Join Date: Jun 2005
Location: Smyrna Ga.
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Taking the Tip - Port Said, 1956
The newest from the Wild Team in a beginner's version and one a little tougher for those ued to the fight.
49 years ago this month, this event made history.
This scenario portrays the para drop of B Company of the British paras at Port Said during the Suez Crisis.
http://www.wargamer.com/gamesdepot/details.asp?sid=4144
So stand up and hook up...WB
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Wild Bill Wilder
Independent Game Consultant
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November 25th, 2005, 02:34 AM
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Sergeant
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Join Date: Jun 2005
Location: Arizona West Coast
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Re: Taking the Tip - Port Said, 1956
1854 to 965 draw on the easy version.
Nothin' easy about it. One turn short of taking the last flag.
Thanks for the battle WB.
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November 25th, 2005, 08:47 PM
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Private
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Join Date: Jun 2005
Location: Georgia, USA
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Re: Taking the Tip - Port Said, 1956
1987 to 984 Marginal Victory. Easy
As mentioned above: Wasn't nothin'easy about it
Good fight though. Airborne!
Trip
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November 26th, 2005, 01:51 AM
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Second Lieutenant
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Join Date: Jun 2005
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Re: Taking the Tip - Port Said, 1956
Thank you gentlemen! Yes, "easy" is a relative term, of course. It is no "picnic," whichever version you play. B Company historically had a rough time of it.
But these are great victories. That kind of victory would have pretty well linked you up with the para companies fighting on either side of you.
No shame here. Good fight and good fighters.
it is so nice of you guys to take the time to comment.
I'll just say, "Whoa Mohammed!"
I appreciate the updates...WB
===============
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Wild Bill Wilder
Independent Game Consultant
Scenario Designer
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November 26th, 2005, 07:55 PM
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Captain
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Join Date: Jun 2005
Location: Nijmegen
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Re: Taking the Tip - Port Said, 1956
One thing is off though in the scenario (only tested the hard version). When reloading from an ammo unit the unit will reload the ammo load off the ORIGINAL weapon for that slot. In other words, you can change weapon slots (as has been done here) but the game will look at the weapon for the original unit to see what type and how much ammo is needed for that slot. If there was no weapon (as with the units based on scout teams) nothing will be reloaded. Speed of reloading is however determined by the actual weapon in the slot. What this means in the scenario is that some units will load up with 90 hand grenades and 30 bazooka HE rounds, but others won't get a single extra round for their smg's, (sniper) rifles or lmg's (when it's not in slot 1). The loading of the handgrenades and bazooka rounds can take a lot of time too and if you don't move them out in time 'steal' reload time from squads in desperate need for rifle rounds.
Narwan
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November 27th, 2005, 02:31 PM
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Second Lieutenant
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Re: Taking the Tip - Port Said, 1956
That is true. That is why I left secondary weapons, (SMGs, bazookas, hand grenades, etc) at a higher number.
This way the player only has to worry about getting ammo for his primary weapon, which in most cases is their rifle or MG.
Otherwise, one would spend a lot of idle turns just reloading.
The best way to play this one is to get a unit to the ammo containers, let him sit for one turn, then move it out.
If you have more than one unit adjacent to an ammo container, the second unit will not start to reload until the first one is finished.
So what you have to do is get the ammo you can for one turn, then move away. This allows the second unit to begin its reloading.
It would be nice if all could fully reload in one turn but it just doesn't work that way.
So the trick, as I'm sure you know, Narwan, is to load a minimal amount and then get into the action.
WB
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Wild Bill Wilder
Independent Game Consultant
Scenario Designer
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