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  #1  
Old November 19th, 2013, 07:48 AM

jivemi jivemi is offline
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Default Re: #3 The Road to El-Arish

Yeah, but as we used to say in the US Army, close only counts in horseshoes and hand grenades :-). A loss is still a loss, but maybe a better player could win it in 12 turns. Pretty challenging though.
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Old November 23rd, 2013, 09:33 PM
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gila gila is offline
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Default Re: #3 The Road to El-Arish

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Originally Posted by jivemi View Post
Yeah, but as we used to say in the US Army, close only counts in horseshoes and hand grenades :-). A loss is still a loss, but maybe a better player could win it in 12 turns. Pretty challenging though.
None of these scenarios are meant to be easy,the designers make them hard for the reason, they don't want to hear"it was easy" after putting so much work into it.

You could have used the scen editor to add more turns yourself, so no need to ask the devs to add more turns imo, just saying.
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Old November 23rd, 2013, 11:11 PM

jivemi jivemi is offline
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Default Re: #3 The Road to El-Arish

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Yeah, but as we used to say in the US Army, close only counts in horseshoes and hand grenades :-). A loss is still a loss, but maybe a better player could win it in 12 turns. Pretty challenging though.
None of these scenarios are meant to be easy,the designers make them hard for the reason, they don't want to hear"it was easy" after putting so much work into it.

You could have used the scen editor to add more turns yourself, so no need to ask the devs to add more turns imo, just saying.
The scenarios in MBT seem harder than WW2. A lot of that is 'cuz of the post-sixties ATGM's I suppose, but even the earlier ones are tough (for me, anyway). Which is exactly how they should be.

As for the turn increases I was just meaning to ask Don if he thought it was reasonable for anyone to increase the turns on their own (I don't have the disc but Don kindly told me how to use the in-game editor). Those particular scenarios (#63 and 64) expect you to assault a position defended by malyutka teams, ATG's, infantry with RPG's, MG's and tanks.

They're 10 and 11 turns respectively--the variant gives you more infantry and arty too--which IMO is asking the impossible, at least for #63 (haven't played #64 yet). Fourteen turns each might give you a fighting chance for an MV. And yes, I've already bumped them up on my own; just waiting for positional memories to fade before having another go. Wish me luck, I'll need it.
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Old November 24th, 2013, 10:11 AM
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Default Re: #3 The Road to El-Arish

[quote=jivemi;822977]
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Yeah, but as we used to say in the US Army, close only counts in horseshoes and hand grenades :-). A loss is still a loss, but maybe a better player could win it in 12 turns. Pretty challenging though.



They're 10 and 11 turns respectively--the variant gives you more infantry and arty too--which IMO is asking the impossible, at least for #63 (haven't played #64 yet). Fourteen turns each might give you a fighting chance for an MV. And yes, I've already bumped them up on my own; just waiting for positional memories to fade before having another go. Wish me luck, I'll need it.
I'll admit that it's a tough,but does every battle have to be balanced?
More times than not there totally not equal or the avantange swings to one side or the other,depending on numerical or just plain skill of the commander,look at Alexander he was always out numbered but still won.
There is alot research done on historical battles to make them accurate as possible i'm sure,and sometimes you are lucky not to get a major disaster
I play it as it is most of time,adding more turns can make the difference,although not the way as the designer intended,but who's watching over you anyways
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