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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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