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September 5th, 2005, 12:15 PM
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Private
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Join Date: Jul 2005
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Re: Different types of victory hex
Good point. If all the v-hexes are worth less than a company of M-1A2s then in modern era battles more points can be gained by beating up the enemy than by taking the objectives.
Also with exit hexes etc you can have missions like breakouts by surrounded units or scenarios where an inferior force can used hit and run tactics against a stronger enemy before withdrawing.
And in reply to scJazz, I'm not wanting to nag or stick more work on the designers and i greatly appreciate their work, I'm just discussing possibilities for the future, not necessarily the next patch.
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September 5th, 2005, 05:19 PM
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Colonel
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Join Date: Mar 2005
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Re: Different types of victory hex
Hi,
Here is my opinion:
The V-hexes with a point per turn option are not realistic in a battlefield and don't represent/simulate any real combat conditions.
Most pbem players are excluding these V-hexes from their game setup.
Also the V-hexes that appear in a time sequence or the permanent V-hexes are not representing any real combat situation.
The real use of the V-hexes (for the players) are to guaranty that the players will have to contest over something in the map (in order to avoid the draw).
When you play you have to keep in mind that you follow a solid plan that will lead you to victory...NOT just to wait until the last moment to contest the V-hexes.
cheers,
Pyros
p.s to increase the max value of V-hexes is not bad...IMO
p.s in my games, I never care about the V-hexes because I aim for the destruction of the enemy army.
p.s For a scenario designer the V-hexes are an excellent tool to create /design the tactical plan of the AI forces.
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September 6th, 2005, 12:37 PM
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Private
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Re: Different types of victory hex
Hmmmmm......
Haven't really ever played PBEM, so I suppose you're right as I can't comment.
Was looking at it more from a Human vs AI scenario design point of view.
I have to agree with you on the time sequence hexs though, always found them a bit stupid.
In terms of the v-hexes that can't be captured, I've seen them used to represent "capturing" enemy personnel or intel/high value equipment, used in special forces/raid type scenarios.
I used to find the hexes that were attractive to the AI but worth nothing useful for triggering enemy counterattacks, but now you mention it, a normal v-hex would work the same, as if the enemy wanted a hex, it should logically have a points value.
In terms of exit hexes, if units are deliberatelly retreated of the map is the value deducted at the end of a battle? If not, in a hit and run/asymmetrical warfare type scenario, I could simply place no v-hexes (or give them 0 value) and then hot foot it off the map after ambushing the enemy to preserve my forces.
Cheers for helping me to realize the power of the tools already available.
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September 6th, 2005, 01:30 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Different types of victory hex
Quote:
Bernard said:
In terms of exit hexes, if units are deliberatelly retreated of the map is the value deducted at the end of a battle? If not, in a hit and run/asymmetrical warfare type scenario, I could simply place no v-hexes (or give them 0 value) and then hot foot it off the map after ambushing the enemy to preserve my forces.
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You can run a test and see this. Build a generated battle , set the number of turns to 2 using "view map" then press Human deploy and leave all your troops along the edge of the map. When the game starts take one step backwards into the grey hexes. On the next turn they will be gone. When the game ends you score no points but take no losses either
Don
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September 6th, 2005, 02:21 PM
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Private
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Join Date: Jul 2005
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Re: Different types of victory hex
Cheers for clarifying this, will use in in future scenarios.
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