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  #1  
Old July 14th, 2005, 11:09 AM
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Default Re: Scenario proposals

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narwan said:
Description: Transport helicopter with 105mm gun and ammo has crashed. Player must protect crash site until gun, ammo and crew have been evacuated.
There should be fairly easy ways to simulate a crashed heicopter using a real helicoptor as well as an abandoned 105mm. Can Ammo Cannisters be loaded/moved? If so you could have helicopters come in and actually remove the ammo. For the gun, why not buy it through the NVA buy screen, going through Allies and selecting a US 105mm howitzer. Part of the mission could be to spike the crippled gun, which could be targeted by US forces if purchased as captured equipment via NVA buy screen?

So you spike the crippled gun and protect the Ammo until the extracting helo's arrive? Maybe the extraction helo carries and Engineer unit with Sachel Charges. They land and Z target the gun. Would that work?
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Old July 14th, 2005, 11:51 AM

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Default Re: Scenario proposals


The main reason why I left out transports in my proposal is that they serve other uses besides transporting units and can be easily abused.
By not using these you can greatly simplify the scenario. You could use ammo cannisters and have these picked up, but how would you translate that in victory conditions within the game? Same would be with the engineers, it does add flavor but will be hard to put into victory conditions terms. In other words, how will you penalize a player who doesn't do as he should? How does it translate into a 'loss'?
Also, if bought through the NVA screen, all US forces will be able to target it, not just the engineers.
I'm the type of player myself who looks for 'loopholes' and unconventional uses of units and I'm trying to do the same here, look trought the eyes of the 'abusive' player and limit his options as much as possible.
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Old July 14th, 2005, 12:01 PM
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Default Re: Scenario proposals

You could change the cost of the ammo cannisters to a high number. This way if they are lost the US player is penalized big time. Its in his best interest to get them out of harms way. If and NVA team slips through he is screwed. Maybe NVA reinforcements placed in the same hex set to appear 3-4 turns after the helo arrives on station in the ammo cannister hexes. If the US player doesn't get on the ball he will find the cannisters destroyed by sappers or infiltration teams. Then add some SAM teams in the surrounding jungle in case the US player decides to drop the cannisters in a safe place and use the helo as a scout or to move other units around. Assign the helo a large # of points. If he loses it, and or the cannisters, he loses!

Drop the Engineer idea, let the US player use his force to spike the gun. Assign it a large # of points to encourage him in taking it out.

Set up a permimeter in the surrounding area and change the VP hex control to NVA. This will force the US player to go out and capture them settings up a circular permieter around the site.

Give him a detailed breifing and time constraints to do X by x time. If he deviated from the timeline (disobeys superiors recommendations) he could be in a world of hurt.
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Old July 14th, 2005, 12:16 PM

narwan narwan is offline
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Default Re: Scenario proposals

Some good ideas there. Looks like we need to get together on this scenario!

I can see merit in both approaches so we'll have to work out which one works best in practice.
Maybe you can work out your version some more and send it to me? We can go back and forth a few times with ideas and hopefully come up with the best set-up for this concept.
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Old July 14th, 2005, 12:37 PM
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Default Re: Scenario proposals

By the way, are beehive rounds present in SBMBT? haven't checked yet. Also, can you recrew a gun? (I think not, not certain though)
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Old July 14th, 2005, 02:53 PM
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Default Re: Scenario proposals

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Boonierat said:
Also, can you recrew a gun?
It should be possible, if one use the crew of the actual gun (not someother crew), but I don't know if it's possible to detach the crew from the gun before the game begins...?
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Old July 14th, 2005, 03:20 PM

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Default Re: Scenario proposals

Wulfir, I made a thread for questions about scenario design and copied your question there.

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Old July 15th, 2005, 02:02 PM

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Default Re: Scenario proposals

You can always have the transport helo come in very late in the game, say 1-3 turns before the game would end. The helo has to come in, load the persons, and get out to succeed.
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