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April 2nd, 2009, 12:04 PM
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Corporal
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Join Date: Apr 2008
Posts: 112
Thanks: 1
Thanked 10 Times in 7 Posts
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Re: vs AI Tournament (Actually a Campaign)
This sounds interesting. When did you plan on starting this thing?
And as for counting the score, you could just ask every player to save at the end of the last turn, load the saved game and finish the turn. Or, since the game can theoretically end at any given turn, to save at the end of each turn just to be sure they'll have the end game turn saved.
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April 2nd, 2009, 12:35 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,896 Times in 1,234 Posts
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Re: vs AI Tournament (Actually a Campaign)
Quote:
Originally Posted by Double_Deuce
Quote:
Originally Posted by gila
I've noticed a absence of helicopters, attack and transport. Unless I'm missing something it would be all wheels/tracks and boots on the ground?
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And you would be correct. As a BTR MRB Commander that would be your actual core force. The extras would come with the support purchase points for each battle in the campaign. I will use those points to select for each battle depending on the map, mission, etc.
In the 1st battle (Meeting Engagement) you are to probe the enemy front. For this mission you get 2x T-62D's and 12x tubes of 122mm arty. These are Regimental level assets allocated to you by the MRR Commander.
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Actually - one part of the "core" force is missing.
The regimental tank battalion (4 tank platoon organisation almost always) was doctrinally split to attach a company to each mech battalion as an almost invariable rule. The tank company would then be split to attach a platoon to each mech company as an almost invariable rule as well.
The attached scenario 299 is not a scenario - it was something I was working on as a tactical guide, but have not had the time to progress. It is based on Isby, and is designed to be viewed in the editor. Scenario text is a first attempt at the explanation of the non-scenario.
Andy
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April 2nd, 2009, 12:35 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: vs AI Tournament (Actually a Campaign)
Quote:
Originally Posted by Koh
This sounds interesting. When did you plan on starting this thing?
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I am thinking within the next week (the official campaign). At this point I am creating a test (1 battle) campaign for everyone to go through the process for a complete battle. Receiving the file, playing and then sending me back the file. This way, players can get the process down and I can receive the last save file and see what info for sure I have to work with. Sorta work out the bugs, pre-offical campaign.
Quote:
Originally Posted by Koh
And as for counting the score, you could just ask every player to save at the end of the last turn, load the saved game and finish the turn. Or, since the game can theoretically end at any given turn, to save at the end of each turn just to be sure they'll have the end game turn saved.
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I think if players alternate saving their game to 2 slots they will have the last one before any early ending that they can then send. That would work best I think.
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April 2nd, 2009, 12:54 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: vs AI Tournament (Actually a Campaign)
Quote:
Originally Posted by Imp
Quote:
Originally Posted by Double_Deuce
OK, a major snafu. It appears that I was wrong in assuming that you could save the End Game screen after a Generated Campaign battle.
I will have to come up with a workaround. Looks like the battles may need to be ended on a set turn and then send me the last save file. I will open the files and manually calculate Victory Points.
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Guess you just get to see who improves then go to next battles R&R screen so thoughts.
1) If players keep track of flags controled after say turn 15 so long as all same points easy to add subtract.
2) Set R&R high to a round figure like 5000pts.
Press fix all diffrence between the 2 is the score lowest wins.
Example after repair (A) has 4300 points left so score was 700
(B) 4100 points left so score 900
Flags either ignore or deduct diffrence from score.
Example 21 flags at 100points each
Player controls 10, AI 7, 4 neutral
Diffrence between player & AI is 300 points (10-7) x100
So take 300 off players total score.
This will be easier I think than trying to work out loses by counting missing men.
If flags total makes to much of a diffrence divide it by something say 4 so it fits, your call as ref.
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I will be counting the Victory Flags since they are tied to the assigned mission objectives. If I get the last turn save file (before the end game screen) I can go through the players unit list screen in the beginning of the next turn and track the damage points (units KIA, etc) that way. I can't do this for the enemy forces though.
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April 2nd, 2009, 03:23 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: vs AI Tournament (Actually a Campaign)
I have revised the player's Core Force to the following (the BTR's are now the PB model and not the PB(+) model so they are not armed with the 30mm AGL but this is offset by the direct attachment of a Tank Company from the Regimental Tank Battalion);
BATTALION HEADQUARTERS
1x Headquarters
BTR RIFLE COMPANY
10x Mech Squad
1x Strela-2M SAM
3x RPG-7V Team
10x BTR-60PB
BTR RIFLE COMPANY
10x Mech Squad
1x Strela-2M SAM
3x RPG-7V Team
10x BTR-60PB
BTR RIFLE COMPANY
10x Mech Squad
1x Strela-2M SAM
3x RPG-7V Team
10x BTR-60PB
TANK COMPANY (4)
13x T-62D
ANTI-TANK PLATOON
2x 73mm SPM-9 RCL
6x Malutku-P Team
3x BTR-60PB
MORTAR BATTERY
6x 120mm Mortar
6x GAZ-66
AUTOMATIC GL PLATOON
6x 30mm AGS GL
3x BTR-60PB
FORWARD OBSERVER
1x Art Observer
1x MT-LBu 1V12
BATTALION HQ TRANSPORT
1x BTR-60PB (+)
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April 2nd, 2009, 04:19 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
Thanks: 307
Thanked 128 Times in 87 Posts
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Re: vs AI Tournament (Actually a Campaign)
I need to drop out. I am sorry.
__________________
That's it, keep dancing on the minefield!
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April 2nd, 2009, 08:21 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: vs AI Tournament (Actually a Campaign)
Quote:
Actually - one part of the "core" force is missing.
The regimental tank battalion (4 tank platoon organisation almost always) was doctrinally split to attach a company to each mech battalion as an almost invariable rule. The tank company would then be split to attach a platoon to each mech company as an almost invariable rule as well.
The attached scenario 299 is not a scenario - it was something I was working on as a tactical guide, but have not had the time to progress. It is based on Isby, and is designed to be viewed in the editor. Scenario text is a first attempt at the explanation of the non-scenario
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Andy couple of questions
1) Is the book worth a gander
2) When I do this force normally add a scout section normaly 5 as buy from armour screen & delete other scout platoon & one SAM platoon assume they would have scouts.
Its actually clearer seeing it laid out in game than in a book nice one.
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April 3rd, 2009, 03:52 AM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: vs AI Tournament (Actually a Campaign)
Quote:
Originally Posted by Wdll
I need to drop out. I am sorry.
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No worries. We will probably start just after the weekend. If things change between then now and then just let me know, we can still work you in any time up untill the 1st battle is completed by all players.
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April 3rd, 2009, 10:21 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,896 Times in 1,234 Posts
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Re: vs AI Tournament (Actually a Campaign)
Quote:
Originally Posted by Imp
Quote:
Actually - one part of the "core" force is missing.
The regimental tank battalion (4 tank platoon organisation almost always) was doctrinally split to attach a company to each mech battalion as an almost invariable rule. The tank company would then be split to attach a platoon to each mech company as an almost invariable rule as well.
The attached scenario 299 is not a scenario - it was something I was working on as a tactical guide, but have not had the time to progress. It is based on Isby, and is designed to be viewed in the editor. Scenario text is a first attempt at the explanation of the non-scenario
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Andy couple of questions
1) Is the book worth a gander
2) When I do this force normally add a scout section normaly 5 as buy from armour screen & delete other scout platoon & one SAM platoon assume they would have scouts.
Its actually clearer seeing it laid out in game than in a book nice one.
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1) Yes - I had it and sold it in the 90s with all my tabletop wargaming stuff, so re-bought a second hand copy from an online book dealers. There is a revised edition out now (saw at Amazon for lots of money).
2) the scouts would be ahead of the demo, under regimental control. Maybe 5 - 10 KM ahead. MANPADS SAM platoon - is in the support coy columns.
Andy
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April 3rd, 2009, 10:57 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: vs AI Tournament (Actually a Campaign)
Quote:
1) Yes - I had it and sold it in the 90s with all my tabletop wargaming stuff, so re-bought a second hand copy from an online book dealers. There is a revised edition out now (saw at Amazon for lots of money).
2) the scouts would be ahead of the demo, under regimental control. Maybe 5 - 10 KM ahead. MANPADS SAM platoon - is in the support coy columns.
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1) Yes realised that its why I asked ebay I think
2) Perfect sense realy
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