Re: question re battle
It moves all 21 objectives to the upper left, which as I recall is off the map.
This is all in the scenario design section of the G/G somewhere as far as I recollect:
- all objectives must be on the map, or the AI will have pathing problems with them. That includes any you assign a zero value. if you left some on the grey hexes in the top left corner, then they will be unreachable.
- Objectives require a minimum value for the AI to notice them, may be 25 points, or 50. Something like that. Otherwise it considers them not worth the bother, at least for triggering the counter-attack.
- If you left V-hexes off the map, then these may not have been "turned", so the AI thinks it has plenty of Victory Points still in its possession perhaps. So no or very late counter attack for the on-map ones you flipped...
- If you do not want to use an objective flag (value is 0 say), then stack it in the same hex as a valid one. (Stacked objective flags should have the same owner, naturally!.)
As to "leave as is", that means leave the current mix of flags like it currently is (e.g. if it was a shotgun, some are neutral, some P1, some p2). Set neutral - all neutral, P1 - all assigned to P1 etc.
As to when the AI counter-attacks, well its usually at least the half-way point (but not always). The objectives under control must be above the minimum value as well, or it will sit and twiddle its thumbs most likely. AI defenders will have a higher reaction turn set for most formations than attackers, and so on. A scenario may have human-assigned reaction turns. See the scenario design section where it deals with the reaction turn.
Basically - if you are not reasonably conversant with basic scenario design, then you should merely move the v-hexes a bit at set-up of a generated battle, and not in any other way change things (assignation of flags or points values, placement off the map etc).
Cheers
Andy
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