Some areas for possible larger, longer SB scenarios - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Squad Battles (https://www.theblitz.club/message_boards/forumdisplay.php?fid=13) +--- Thread: Some areas for possible larger, longer SB scenarios (/showthread.php?tid=64905) |
RE: Some areas for possible larger, longer SB scenarios - Jeff Conner - 09-16-2013 Turn delta is the amount of time for each turn in minutes. This is normally five minutes per turn, but can be changed by the scenario designer. The only place it really has an effect on the game is in the reinforcement/release/removal menus as these are time based rather than turn based. RE: Some areas for possible larger, longer SB scenarios - keif149 - 09-16-2013 (09-16-2013, 03:00 AM)Jeff Conner Wrote: Turn delta is the amount of time for each turn in minutes. This is normally five minutes per turn, but can be changed by the scenario designer. The only place it really has an effect on the game is in the reinforcement/release/removal menus as these are time based rather than turn based. Thank you. RE: Some areas for possible larger, longer SB scenarios - Wodin - 09-16-2013 I think those percentage rates need doubling to make it worth while...or be a fixed percentage between ssay 5 and 15% rather than 0 and around 10%. RV is only 5% if your lucky..so to get back from 50% to 100% it would take min of 10 turns..thats to long (50mins for a squad to resupply half it's ammo) and no unit in any scenario is likely able to pull out for that long. RE: Some areas for possible larger, longer SB scenarios - TheBigRedOne - 09-17-2013 (09-16-2013, 04:44 PM)Wodin Wrote: I think those percentage rates need doubling to make it worth while...or be a fixed percentage between ssay 5 and 15% rather than 0 and around 10%. RV is only 5% if your lucky..so to get back from 50% to 100% it would take min of 10 turns..thats to long (50mins for a squad to resupply half it's ammo) and no unit in any scenario is likely able to pull out for that long. Since most games only average 12-15 turns or so, rest-and-refit isn't that big of a deal, and most units aren't going to get resupplied in that quick of a time-frame anyway. A unit going from say 60 to 75-80, however, would be a useful upgrade and only take a few turns depending on the game/side. Waiting to get back to 100% probably isn't necessary. RE: Some areas for possible larger, longer SB scenarios - Richie61 - 09-17-2013 (09-15-2013, 01:09 PM)TheBigRedOne Wrote: AoTR is 10 and 8. IMO, some of these numbers seem out of whack. Eagles Strike 0-0: Why haven't they updated it? Winter War 5-5: The Finn's had a better trained & willingness to fight than the Soviets Falklands 10-2: Seems odd IMO Modern War 10-10: Way off Not too sure of the proper numbers, but I have read that many German accounts where they ran out of ammo during a firefight and I have read lots of the books. These are some of the numbers I have seen: Quote:WWII British 10-man rifle section armament and ammunition (official): American WWI Squad: 225 rifle rounds 2 hand grenades 1 rifle grenade M1 Garand Ammo: 10 x 8-rd clips (2) bandolier w/6 x 8-rd clips each (2) Grenade, MK II, frag. BAR WWII Ammo: 12 x 20-rd mags (2) Grenade, MK II, frag. Germans K98: (2) sets of ammo pouches that held 45 rounds each or 90 rounds. G43: (1) ammo pouch with ammo on stripper clips, plus 3 10-round magazines or 75 rounds. Now that being said. I can dump (4) 20 round mags in my M1A (M14) at the range in less than a minute and it's only semi-auto RE: Some areas for possible larger, longer SB scenarios - Wodin - 09-17-2013 It is not o much of an issue on small o even medium size scenarios but larger ones it would be. Also another pain is the loss of effectiveness from incoming fire..I had an Anti tank gun that was useful for about three shots before it was worthless..shooting at tanks and trucks at 200m or less for no effect for the rest of the scenario..all it managed to do was destroy a truck on it's first shot. Maybe one reason I don't like the power of the gun tied up with wounds and suppression. I'd rather it still have it's power but only say able to fire once or twice in around if been under fire and if not fired on for a turn or two gets it's three shots back a turn. That would help in some way the issue I have with decent weapons being effectively useless not long into a game. (09-17-2013, 12:05 AM)TheBigRedOne Wrote:(09-16-2013, 04:44 PM)Wodin Wrote: I think those percentage rates need doubling to make it worth while...or be a fixed percentage between ssay 5 and 15% rather than 0 and around 10%. RV is only 5% if your lucky..so to get back from 50% to 100% it would take min of 10 turns..thats to long (50mins for a squad to resupply half it's ammo) and no unit in any scenario is likely able to pull out for that long. |