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February 1st, 2009, 12:07 PM
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Corporal
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Join Date: Aug 2006
Location: London
Posts: 65
Thanks: 20
Thanked 1 Time in 1 Post
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Re: Small maps, fewer turns
Oh, wow! Is it available anywhere?
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February 1st, 2009, 08:19 PM
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Private
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Join Date: Sep 2008
Location: Esher, Surrey, UK
Posts: 7
Thanks: 2
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Re: Small maps, fewer turns
Just wanted to thank everyone who's posted on this thread, the methods posted here generate some very interesting battles for MBT and WW2. It's given me a renewed interest in both games, which I have been away from recently.
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February 3rd, 2009, 04:31 PM
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Corporal
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Join Date: Aug 2006
Location: London
Posts: 65
Thanks: 20
Thanked 1 Time in 1 Post
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Re: Small maps, fewer turns
Thanks, but yes I am aware you can move them and that is indeed what I normally do in these games. I was more wishing that the enemy would set up closer to those points in order 'protect' them.
This would allow little special forces type raids on isolated targets such as a AAA battery, radar post, fuel depot etc. which has a garrison but is not dispersed across the whole map.
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February 4th, 2009, 03:28 AM
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First Lieutenant
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Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
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Re: Small maps, fewer turns
Quote:
Originally Posted by rfisher
Thanks, but yes I am aware you can move them and that is indeed what I normally do in these games. I was more wishing that the enemy would set up closer to those points in order 'protect' them.
This would allow little special forces type raids on isolated targets such as a AAA battery, radar post, fuel depot etc. which has a garrison but is not dispersed across the whole map.
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I see what you mean now.
Bob out 
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February 4th, 2009, 11:02 AM
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Corporal
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Join Date: Aug 2006
Location: London
Posts: 65
Thanks: 20
Thanked 1 Time in 1 Post
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Re: Small maps, fewer turns
I thought I once read in this forum that the AI would ignore a victory hex below a certain value, so as to prevent it from trying to recapture it (assuming you wanted the AI to hold its position regardless).
It would be nice if in a similar way you could oblige the AI to favour victory hexes of a specific value in the deployment phase.
Therefore you could set up that kind of raid battle in the map preview screen by manually changing the points value of hexs, or leave the values alone and play normally.
Just a thought chaps, please don't be too harsh if its a bollocks idea!
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