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Do you own this game? Write a review and let others know how you like it.
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December 1st, 2020, 07:53 PM
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Major
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Join Date: Aug 2015
Location: New Jersey
Posts: 1,152
Thanks: 325
Thanked 1,056 Times in 621 Posts
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Re: [WIP] Campaign - Breakout!
Yes. I only brought the tanks forward if I knew the area was free of AT guns.
A hidden Pueppchen caused my one tank loss.
Also, I didn't have to mount anyone on the tanks. there was always enough time for the infantry to walk to the objectives.
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December 2nd, 2020, 06:01 AM
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First Lieutenant
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Join Date: Aug 2008
Posts: 681
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Thanked 250 Times in 132 Posts
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Re: [WIP] Campaign - Breakout!
Maybe I need to give the player a bit less time then.
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December 2nd, 2020, 02:08 PM
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Major
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Join Date: Aug 2015
Location: New Jersey
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Re: [WIP] Campaign - Breakout!
Or make the start line further from the objectives.
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December 2nd, 2020, 07:54 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: [WIP] Campaign - Breakout!
.....or bring units into the game later as reinforcements
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December 3rd, 2020, 03:19 PM
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First Lieutenant
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Join Date: Aug 2008
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Re: [WIP] Campaign - Breakout!
Not really possible in a campaign where you just have your core force 90% of the time.
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December 3rd, 2020, 04:46 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: [WIP] Campaign - Breakout!
Core units can be made reinforcements for one particular battle in the campaign. If you are trying to make the battle less "set piece" where the player has the time to clear the area of AT weapons with infantry before bringing tanks forward having units come on as reinforcements allows that to happen and if you set up a lower chance of them arriving on a set turn you add another dimension of uncertainty to the battle.
This started off with Retlt saying he only brought tanks forward when he suspected the area was free of AT guns and you suggested less time and that is a perfectly valid and simple way to give players less time to do things " by the numbers"..but so is starting them further from the battle and making some re-inforcements does much the same but in a different way.
There are lots of ways to cut down on the time players have to accomplish their task but certainly cutting back the turns a bit might do that with less work
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December 3rd, 2020, 05:07 PM
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First Lieutenant
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Join Date: Aug 2008
Posts: 681
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Thanked 250 Times in 132 Posts
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Re: [WIP] Campaign - Breakout!
Really, how can you make a core unit reinforce?
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December 3rd, 2020, 05:20 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
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Re: [WIP] Campaign - Breakout!
You cannot make a core unit a reinforcement, but auxiliaries can be given as such.
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December 3rd, 2020, 05:37 PM
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First Lieutenant
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Join Date: Aug 2008
Posts: 681
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Thanked 250 Times in 132 Posts
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Re: [WIP] Campaign - Breakout!
Yeah that's what I meant. The campaign uses very few aux units.
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December 3rd, 2020, 05:47 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: [WIP] Campaign - Breakout!
Quote:
Originally Posted by Mobhack
You cannot make a core unit a reinforcement, but auxiliaries can be given as such.
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Ah yes, now I remember..........
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