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  #1  
Old October 8th, 2005, 04:35 AM
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Default Re: BETA: PLEI ME version1.0

Yes Ulf,

the NVA sappers and active NVA attackers appear as reinforcements all the way behind the wires from turn 10-15 with a 10% probability (only the few VC sappers appear in front of the wires - early attack).

The NVA support elements (MGs and RRs) are positioned in covered locations with a "98" reaction (guarding their VP locations).

The mortars will get ammo containers (as reinforcement after turn 30-40).

There are small NVA mortars (60mm) that will support (due to range limitation) the area behind the wires (their VP flags).

Btw,

Are the friendly support elements enough?

What about the friendly ammo containers (management)
What about the friendly AUX mortars?

Do you think that I should put the NVA spawn location more to the rear (10-15) hexes with a turn entrance 5-10 turns earlier (in order to avoid spawn too close to their VP locations)?

Thanks ,
Pyros
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  #2  
Old October 8th, 2005, 05:50 AM
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Default Re: BETA: PLEI ME version1.0

Quote:
Pyros said:
Are the friendly support elements enough?
hmm...I don't know, this depends on player experience and ambition I think. I've been trying to sweep the area outside the wire but I'm getting cut to ribbons. Turn 28 now, base defence won't last much longer - northern group falling apart and the core force along with two Aux platoons fighting outside the wire are taking heavy losses. My HQ just got wiped out by VC sappers popping up in our midst... so that's pretty much that.

Is it possible to leave the VHs outside the wire and just stick with defending the base? Even if it automatically results in a minor defeat...?

Quote:
Pyros said:What about the friendly ammo containers (management)
What about the friendly AUX mortars?
Works fine. Maybe the Ammo dumps near the outer line of trenches could be changed to ammo bunkers or moved back. They tend to blow up and cause losses to the troops. I let the ammo dump crews bail out to prevent them from blowing up...

Quote:
Pyros said:Do you think that I should put the NVA spawn location more to the rear (10-15) hexes with a turn entrance 5-10 turns earlier (in order to avoid spawn too close to their VP locations)?
Maybe yes... but wait for some other input before you change anything, I have some trouble finding a good defence tactic in this situation, others might have better solutions.

Having NVA/VC spawn in various locations probably isn't unhistorical - AFAIK they initiated most firefights, which is exactly what they will do when reinforcing close to a player unit...
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  #3  
Old October 8th, 2005, 06:49 AM
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Default Re: BETA: PLEI ME version1.0

Ulf,

the main concept of the mission is to first defend the base and then contest the VP locations outside the camp, so perhaps your aggressive tactics (early fighting outside the camp may have weakening the base's defense.

I may also reconsider the values of VP hexes outside the camp by decreasing them.

One variable that I may alter is to add more turns (in order to allow the player to have more available turns to contest the VP locations outside the camp.

I could also add 2-3 Aux MGs to the defenders availability.

Concerning the ammo depots that are too close to the frontlines this is made on purpose in order to force the player (that wishes to win a decisive) to stay there and fight (they cost 100 points each).
These frontal depots are also there to resupply the defenders at a normal rate. Although you are right...maybe a couple of them could be transformed as bunker depots and I will leave 2 of them as normal depots with high modified cost (200) in order to force the player to defend them.

Anyway, the NVA attack should continue until turn 40-50 and the chosen tactical approach to that scenario could make the difference.

The first part of the battle is a defensive battle of attrition and the second part is a battle of methodical: "sweep the NVA positions with arty and then move to their positions"

As long as the wire remains intact the defenses of the camp should hold... maybe a good tactic would be to divide the arty assets between a counter-artillery role and a wire area suppressing role (all around the camp).

Perhaps it would be best if you first focus on the base defense and then counter-attack.

BTW, Are the 2 MG nest of any use?
This is a night battle, what do you think of the visibility?

Note: if you had won the previous (secondary) mission with a desicive, then you would have faced half the NVA mortars, but you would also have started your deployment from X-vertical line 4.

cheers,
Pyros
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  #4  
Old October 9th, 2005, 11:43 AM
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Default Re: BETA: PLEI ME version1.0

Quote:
Pyros said:
One variable that I may alter is to add more turns (in order to allow the player to have more available turns to contest the VP locations outside the camp.
More turns might not be such a bad idea...

Quote:
Pyros said:Concerning the ammo depots that are too close to the frontlines this is made on purpose in order to force the player (that wishes to win a decisive) to stay there and fight (they cost 100 points each).
I figured so, but I'd bail out the crews in any case as the enemy mortar fire is almost sure to get them anyway...

Quote:
Pyros said:BTW, Are the 2 MG nest of any use?
This is a night battle, what do you think of the visibility?
MG nests haven't seen much combat, but they make it possible to deploy forces in other sectors..., vis ok I think. VC teams are hard to detect...
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  #5  
Old October 9th, 2005, 12:37 PM
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Default Re: BETA: PLEI ME version1.0

Yes,

I also found that VC units and some NVA are very hard units to spot and fought.

cheers,
Pyros
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