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NGP Questions
02-23-2009, 11:37 PM,
#1
NGP Questions
I have decided to move from the realm of history to, "What if?" I have some questions regarding NGP.

1. Are artillery mines and chemical weapons ever resupplied or is what you get at the beginning of a campaign the total allotement?

2. The AI seems very good at placing artillery mines - are they all being shot from an artillery piece in range?

3. Do most of you play with the optional helicopter rule enabled to prevent flying helicopters from blocking retreats, etc?

4. It sames like there is no penalty for a helicopter on the ground from going into the T mode - is this correct?

5. Are helicopters subject to the normal supply rules?

6. Also, are there no terrain penalties for "landing" assault troops in helicopters? They seem to be able to set down anywhere including swamps, forests, etc.

Marquo :)
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02-24-2009, 01:35 AM,
#2
RE: NGP Questions
Hi Marquo,

Enjoy the games, they are definitely a different feel in some ways, and much more deadly at times. Answers that I know of:

1. What you get at the start is all you will have, so you need to decide whether to use them.

2. Must be, the AI doesn't cheat in any way that I know of.

3. It is a new rule, but I think it should be used, I have only played a couple of games since it was added and I think we used it for all.

4. Not sure of your question, but helos in deployed mode/on the ground are vulnerable to normal fire and can die very fast. if you mean a movement penalty going to travel mode, I don't believe there is any. If something else, please clarify.

5. Yes, with a couple of additional items - review the manua to be sure what they are. The one I can think of seeing before is that helos must deploy out of travel mode to recover from low fuel/ammo.

6. That seems correct, no penalties.

Rick
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03-09-2009, 08:20 AM,
#3
RE: NGP Questions
1. Is there a way to know how many artillery mines and chemical weapons are available or is it only displyaed at the beginning of the turn on the command report.

2. In the NGP campaign NATO starts without chemical weapons - does it ever get such weapons?

3. Has VM made an alt scenario for this?

Marquo
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03-11-2009, 08:19 AM,
#4
RE: NGP Questions
Can anyone answer the question?

Thanks
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03-11-2009, 08:28 AM, (This post was last modified: 03-11-2009, 08:39 AM by JDR Dragoon.)
#5
RE: NGP Questions
Marquo Wrote:Can anyone answer the question?

Thanks

1: No, I don´t think so.

2: NATO chemical weapons (and nukes for that matter) will release once WAPA starts to use theirs in most stock scenarios (contrary to stated NATO policy, but oh well)

3: Afaik not for NGP. Only for DF85 and K85
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03-11-2009, 08:30 AM,
#6
RE: NGP Questions
Marquo Wrote:1. Is there a way to know how many artillery mines and chemical weapons are available or is it only displyaed at the beginning of the turn on the command report.

The Command report is all I know - but you know you can access this at any time from under one of the menus - I don't have it here at work so I can't tell you.

Quote:2. In the NGP campaign NATO starts without chemical weapons - does it ever get such weapons?

As I recall - the NATO has chemical weapons but the number is set in the Scn file using a negative integer meaning the WP has the first strike. Nato can only use theirs after the WP launches the first strike. Again I am going on memory here. We really overhauled this aspect in D85

Quote:3. Has VM made an alt scenario for this?

Sorry - no idea. I am pretty sure there is alt art - but you woul have to go to Volcanos site and download it I would think.

Glenn
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