Questions
I have a question about the make a battle scenario creation. The meeting engagement I understand with two basically even forces with victory hexes scattered between the opposing starting lines. Victory is given to the side that kills the most and captures the most victory hexes. The Assault scenario has one side with much larger forces (2.85 : 1) and the victory hexes behind the start line of the defender. The victor is the side that has captured or retained most of the victory hexes and killed lots of the enemy.
The scenario I don’t really understand is the delay scenario. The defender has less than the attacker
(2 : 1) but not quite the differential of the Assault scenario. The Victory hexes are behind the start line for the defender. The defender does not get the defensive fortifications, mines or wire in the scenario as they would as the defender in the Assault scenario. I am trying to understand exactly what the goal of this scenario is. If the victory hexes were all the way back near the edge of the defenders side of the map or even exit hexes it would make more sense to me. Another option would be to require the defender to exit forces off the board. A tight time frame could also be used to force the attacker to move fast. Battle generated scenario doesn’t do this for the Delay Scenario. I know I can set up the map with the victory hexes as I think is best and even set the time limit. However it doesn’t answer the question of why the Delay Scenario is set up to play the way it does on automatic.
I am not criticizing only trying to understand. I play the game a lot and got the original version of it way back in the day. Still have the old disks. I like what you have done with the game and I like it a lot more than the newer games they have come out with. It plays like a board game but without looking up the tables. I really appreciate the fog of war that you don’t get with a board game.
One more general question is about victory hexes for the Battle created scenarios. The victory hexes appear to be placed somewhat at random. I would think that crossroads, towns, bridges and hills would be logical military important locations. The middle of open fields or woods would not. I understand how much programming goes into the game and I appreciate the work you guys have done. It is a labor of love I am sure. Maybe this is just too much work to do or it is something you are planning.
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