.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Reply
 
Thread Tools Display Modes
  #11  
Old August 13th, 2010, 12:53 PM
Cross's Avatar

Cross Cross is offline
Captain
 
Join Date: Jun 2006
Location: UK / USA
Posts: 895
Thanks: 32
Thanked 282 Times in 123 Posts
Cross is on a distinguished road
Default Re: Capturing Objective Flags

Quote:
Originally Posted by gila View Post
Why fix something thats really not broke?,
I mean if it's not that big a problem anyway why risk causing other problems?
Hi Gila,

One of the reasons that this game is the best top-down wargame available, is because it has been incrementally improved over the years.

As long as improvements are tested, there's not much risk; and if an 'improvement' causes unsolvable problems it can be removed and the game taken back to the last stable release.


Quote:
Originally Posted by gila View Post
Cross,my friend don't you agree just because you overwatch a VL,does not mean you own it?
You bring up bridges,a perfect example,how can one own the bridge by just having more assumed overwatch firepower on it?

Remagen, the nazi's had 88's and howitzers overwatching,albiet somewhat subdued by airtrikes but U.S captured the bridge before th gerry's could blow it up,so by capturing the bridge they disarmed the explosives,and the rest is history.
Quick grabs are not gamey,IMO only part of war
Yes, I agree that overwatch does not always mean ownership. But when we're talking about SP Victory Hex control, what we're trying to establish is who has the greater claim to ownership.

Whose flag should fly on a crossroads which a defender has occupied but then moved into overwatch positions, and then the attacker drives onto and is immediately destroyed? Therefore the overwatch firepower is not "assumed". Surely the defender has more control over the crossroads than the attacker? But currently the flag would switch to the attacker.

If the attacker was not immediately destroyed, and the crossroads successfully occupied for a whole turn, then I think the attacker has more claim to the crossroads than the defender, because the defender's overwatch was ineffective.

In your example of Remagen bridge, if the US had been immediately KO upon mounting the bridge, then I think the Germans have more control of the bridge than the US. However, if the US were able to sit on the bridge for a while - and search for or disarm explosives - then I believe the US have more control of the bridge than the Germans, despite German overwatch.

I'm fine with quick grabs as long as they actually grasp what they are grabbing, otherwise it was just a slap not a grab.

I also think 'the benefit of the doubt' should go to the defender when it comes to V-hexes. Therefore it should be harder for the attacker to take an objective than it is for a defender to hold one, and so making attackers occupy a V-hex for a whole turn is sensible, IMHO.

Quote:
Originally Posted by gila View Post
If you can't recapture a grabbed hex would that make such an outcome on a battle,unless it was close still it seems a little arbitary and not a good reason to change the whole deal because of one persons gripe on losing a battle on a narrow margin.
1. If I have effective overwatch, I control who can cross the bridge and who can't. Just because the last person to actually be on the bridge was an enemy unit (now a smoking hulk) doesn't mean I've given up control of the bridge.

Why should I have to drive across the bridge again, just to prove my control?

2. Sometimes you just don't have time to 'recapture' a V-hex - you really shouldn't have to recapture anyway - because it's the last turn of the game.

EDIT: I had my browser open for a while and didn't see Don's answer above. I'm fine with the game the way it is, but that won't stop me suggesting improvements when I think I see them.


regards,
Cross
Reply With Quote
  #12  
Old August 13th, 2010, 02:10 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Capturing Objective Flags

Simon why not add something to your house rules, I have no problem with losing a VH at the end if its being contested.
The silly one is players trying to sneak a lone size zero unit on meaning you use silly tactics like puting your defenders right on it or calling in your arty on what you own for the last couple of turns.
Simple rule that size zero cant take in last 2 turns would work, if you like unless supported by other units within visibility & range of the VH.
Can check the map easy enough at game end.
Other option of course is dont play them.

The good news is bigger picture its a bad tactic normaly used by people losing badly. That unit near a VH has extended the game or at least stopped it finnishing early letting you chew up whats left for longer if no other VHs are being contested.
__________________
John
Reply With Quote
  #13  
Old August 13th, 2010, 04:42 PM
Cross's Avatar

Cross Cross is offline
Captain
 
Join Date: Jun 2006
Location: UK / USA
Posts: 895
Thanks: 32
Thanked 282 Times in 123 Posts
Cross is on a distinguished road
Default Re: Capturing Objective Flags

Hi John,

No V-Hexes

I've recently played with no V-hexes (or one neutral hex just off the map edge) and really liked it.

It was a meeting engagement, and it resulted in a slightly slower start to the battle because the two sides were manouvering for position, before engaging, so there was not the normal rush to the centre and immediate clash.

But it was still an intense battle with plenty of casualties.

The biggest surprise was how it effected the map. The map features became far more important.

And I felt I had more freedom to organize my battlion in a more traditional fashion.

If you've not tried it, I recommend it for a different and probably more realistic SP experience. Especially if you are playing a PBEM campaign where force preservation is more important.

I think we may have the false assumption that without v-hexes there won't be a dynamic battle. I think this is only true for battles against the AI.


V-Hex PBEM Preferences

When playing with V-hexes I like to use prefs with a 10 hex wide 'no-mans-land' in the centre of the map and 10 v-hexes each side already set to each sides colours.

I also like to set v-hexes in 3 to 5 clumps max per side, otherwise by the end of the battle you can find yourself trying to defend 15 different locations scattered around the map; and splitting up platoons and sitting one undamaged section on each v-hex is often not enough to defend against sneaky units behind your lines.

I find the above works quite well for meeting engagements.

You can't say 'no capturing v-hexes on the last turn', because they can still get 'stolen' on the second from last turn and you're not allowed to capture them back.

Banning their capture by zero sized units may address some of the problem, but on large maps with only four or five companies (perhaps only two companies by the end of the battle ) you can only stretch your battlion so thin.

You may have 'clearly won the day' in casualties and captured objectives, but a lot of this can get undone in the last two turns.

Did you have any specific ideas for other V-hex prefs?

regards,
Simon
Reply With Quote
  #14  
Old August 13th, 2010, 10:08 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Capturing Objective Flags

Simon my thoughts on VHs pretty much as yours normally 3-5 clumps possibly 7 in MBT due to extra mobility but not often.
Dont leave the no mans land placement depends on terrain features just try to balance reasonably well erring on the side of player 2 for meetings. Do change all flags apart from any near the centre to controling player to stop info as change.

2 Groups also work well major & secondary objective, can either not use all flags double up or if objective is say a crossroad spread in the area around it. You dont actually need any on the road place them in places the road is vulnerable from you are securing the road or whatever against future attack.
Thats the only way scattered hexes works for me a dispersed group if you like covering an area not all over the map.

Have played meetings without flags as my thinking is often objectives are off map & they both bumped on the way or one side moved to engage the other & that is the only objective.
Found it did not make that much diffrence VHs basicly weight how you setup perhaps modifying the importance of some terrain features, does possibly allow more freedom the only reason to leave part of your force behind is to watch for flankers etc. Probably faster more cohesive as less mopping up as not so worried about missing a unit. Info or your arty park are all he can achieve without VHs
Will not work with those players that play a meeting as a delay though.

A thought here on VHs if possible the ability to choose the type either as is or give points each turn they are controlled. Not thought through but would mean capturing on last turn wont do much only suited to meetings though would think & yes I know they have these in SPWAW
For those that complain about VH values being to low in MBT might help to.
__________________
John

Last edited by Imp; August 13th, 2010 at 10:17 PM..
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:19 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.