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CS Game Scale - Manual Style
08-30-2009, 11:45 PM,
#61
RE: CS Game Scale - Manual Style
And just to add to the festivities of informational support I found my East Front (1995) players guide and the East Front Campaign CD 1 (1997) players guide.

From East Front (the original version of the game)
Page 1 Introduction:

Quote:Each scenario consists of a number of Game Turns in which both you and your opponent have an opportunity to move your troops and engage in combat. (A Game Turn is equivalent to 6 minutes of real time).

and for completeness from the East Front Campaign CD 1
Page 1 Introduction:
Quote:Each scenario consists of a number of Game Turns in which both you and your opponent have an opportunity to move your troops and engage in combat. A Game Turn is equivalent to 6 minutes of real time.

I guess I would ask all of you who somehow believe that when Jim Rose and Bob McNamara came up with this game back in 1995 with it's "flawed" time scale; Why do you play it still?

I await the replies of those who choose to ignore fact and game documents. :rolleyes:

And to Mike.

I don't take any of this personally.

I find it mildly amusing.

Thanx!

Hawk
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08-30-2009, 11:52 PM,
#62
RE: CS Game Scale - Manual Style
Congradulatons and thanks to both you Glint and Mike for being courageous enough to state what should be the focus of all as members of the Blitz Club. Your contribution has helped elevate my thoughts to the more important goal. This will IMHO help foster good will.

I enjoy the discussions, being a virtual newcomer to the game. So heres to hoping the discussions on differnt topics continue. In good taste build up comradery
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08-31-2009, 12:35 AM,
#63
RE: CS Game Scale - Manual Style
K K Rossokolski Wrote:Perhaps you could explain this to me?

This is all the manual says about Air Planes in CS. Until the inclusion of "on map" air CS always was a land combat game where Air Planes, and for that matter ships, were "abstracts".
As Erik pointed out your math is flawed. Also your premise is flawed, due to the abstract nature of planes offered by the original designers?
_______________________________________________

Page 21

Select Air Attack to initiate an Air Attack on the currently Hot-Spotted hex. A targeting marker is placed to denote the impending air strike, but the attack is always delayed at least one turn, sometimes several. Once plotted, an Air Attack cannot be cancelled.

Page 29 - *discusses the tool bar image and map hot spot*

Page 59

5.16 Air Attacks
At the start of each turn, you will be informed of how many Air Attacks you have remaining for use during the entire scenario (which also includes the current turn). If you use all of your listed Air Attacks in one turn, you will not have any to use in following turns. Due to the importance and strength of Air Attacks, it is usually wise to be conservative in their usage. Not every scenario will have Air Attacks available.
To call for an Air Attack, select (“Hot Spot“) the location you wish to attack by left clicking on it once. Then simply press the Air Attack button on the Tool Bar. A crosshairs icon will be placed in the selected location (the same icon used to denote an “on call” Indirect Fire attack).
Only one Air Attack may be plotted per location. If you want more than one Air Attack to hit in the same area, simply plot the additional one in a nearby location.
IMPORTANT: Once plotted, an Air Attack cannot be cancelled or re-plotted, so be sure to have the proper location selected when you plot the attack.
Each Air Attack has been individually modeled with unique “hard” and “soft” Attack Values, as well as an individual Defense Value. The number of Strength Points that a given Air Attack represents varies depending upon the plane type.
A plotted Air Attack has a 65% chance of arrival on each turn (and each turn thereafter until it arrives). An arriving Air Attack will not always attack the target you pick; it will “search” for a proper target within about a five hex radius of its plotted hex. The more targets that there are within that radius the less likely it is that the Air Attack will hit the plotted location. There is even a slight chance that an Air Attack may make a mistake and attack a “friendly” unit! Therefore, it is advisable not to request an Air Attack in an area that has a lot of friendly units.
If a side has more than one type of Air Attack assigned to it, the Air Attack that arrives is randomly determined from the “pool” of Air Attacks for that side (as determined by the scenario designer). The types and number of Air Attack(s) still available to a side in a scenario (if any) can be viewed by selecting “Available Air Support” from the Status pop-down menu. This information is not shown for the opposing side if a Fog of War option is on.

Page 121

13.18 Picking Out Air Attacks
Air Attacks are set by selecting Airplanes... from the “Scenario” pop-down menu. The Dialog that appears lists all Air Attacks available, grouped according to nationality. Most nationalities have several Air Attack types to choose from. To add an Air Attack, select the desired type then press the Add button to add one Air Attack of that type for that nationality.

Page 137

Air Attacks are handy for tank-busting, especially the heavier tanks that may be difficult for your ground units to damage or destroy. Don’t be in a rush to use your Air Attacks early as the mere threat of them can keep your opponent worried for a longer period of time. Watch for stationary tanks in clear hexes if possible, as Air Attacks against units in good defensive terrain aren’t as effective. Don’t be afraid to use them against larger-caliber AT guns and artillery, especially when they are out of your artillery’s range. Also, be wary of enemy AA as they can damage an Air Attack. When you are subject to enemy Air Attacks, remember that movement is the best defense. Not being where you’re expected to be (in case an opponent is presumptive in placing Air Attacks) may save you losses.

Page 160 (FAQ Section)

Why don’t air attacks always arrive next turn or attack the intended target?
A. Tactical air support doesn’t always arrive immediately. Planes may not have been in the vicinity to respond to the request, or they might be delayed (even temporarily). They might also have been bounced by an enemy air patrol. So having air support arrive later, or even not at all, reflects a more fluid battlefield situation. Even if air support does arrive, it might not attack the intended target.

Page 171 (New Units)

21.2 Reconnaissance and Bombers (On Map Aircraft)
Design considerations for On-Map aircraft:
These units can fly anywhere on the map, but cannot over fly opposing forces or capture Victory Point Locations.
These units are not intended to be used in assaults or assisting in assaults.
Both function as any other unit in the game, requiring a fresh turn to see what is in their Line of Sight.
On-Map Bombers have the ability of flying to a target and targeting a hex or two. On-Map Bombers will lose their ability to attack again once their bomb load is expended.
Scenario design considerations for On-Map Aircraft:
The Reconnaissance Aircraft and Bombers can be powerful units on the map, and is best suited for scenarios that cover a large map area.
Typically, each Panzer Division had one Storch assigned to it for liaison and reconnaissance duties.
With the improved light Anti-Aircraft, they are vulnerable to AA fire, and can shoot down bombers and reconnaissance aircraft. It is highly recommend including some of these if you intend on including On-Map Aircraft as part of your design, otherwise the aircraft will be able to roam at will.
See the East Front ** BOOTCAMP #6 to see these air units in action
____________________________________________________

As abstracts planes and ships are not "in scale" so, try to find an example of a land unit not being in scale. And, to aid in consistency, find an original unit that was from the original designers and not one added later?

cheers

RR
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08-31-2009, 04:59 AM,
#64
RE: CS Game Scale - Manual Style
Thanks Zap. Unfortunately, the likes of me and Mike are in a minority,as I know of others who have given up bothering to post on the blitz.
Anyway, thanks for the heads up and join the ranks of the minority crowd, lol!
regards
Peter
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08-31-2009, 05:15 AM,
#65
RE: CS Game Scale - Manual Style
glint Wrote:Thanks Zap. Unfortunately, the likes of me and Mike are in a minority,as I know of others who have given up bothering to post on the blitz.

Why is that Peter? Why have they given up? Could it be that they trot out their ideas only to have them shot down and they can't take it?

Yes probably.

You and I have gone at it good both against each other (shoot and scoot I believe) and with each other against others (trucks as roadblocks). We debate, argue et all and at the end of the day we call it a day and go have a beer. At least thats the way I take it all.

Quote:Anyway, thanks for the heads up and join the ranks of the minority crowd, lol!

Not so sure that you are the minority crowd. I believe that crowd is those you state their case, get attaked back and DON'T run to the report button with hurt feelings or post on how unfair they were treated when their ideas were questioned.

Thats the minority I see. But your results may very.

Thanx!

Hawk
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08-31-2009, 05:43 AM,
#66
RE: CS Game Scale - Manual Style
Hawk, I have no grievance with you personally. We played a few enjoyable games in the past, had a chat, et al.
My concern here, in the Blitz, is that a few posters stifle any discussion by the method of over-quoting rule books,facts and figures. Some do it in an intelligent manner, others override the discussion in the manner they make a point. So many old foes I knew don't bother posting anymore because of this and that's the point everyone seems to miss, the forum is getting destroyed slowly but surely.
regards
Peter
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08-31-2009, 05:49 AM, (This post was last modified: 08-31-2009, 05:49 AM by Hawk Kriegsman.)
#67
RE: CS Game Scale - Manual Style
glint Wrote:Hawk, I have no grievance with you personally. We played a few enjoyable games in the past, had a chat, et al.

Agreed 100% My sentiment back is the same way.

Quote:My concern here, in the Blitz, is that a few posters stifle any discussion by the method of over-quoting rule books,facts and figures.

Nobody stifles anyone. Anyone can post at anytime. State your position and be prepared to defend it. What is so hard about that?

Quote:Some do it in an intelligent manner, others override the discussion in the manner they make a point.

So you would propose to shackle these people as opposed to encouraging all to post just as fervently?

Quote:So many old foes I knew don't bother posting anymore because of this and that's the point everyone seems to miss, the forum is getting destroyed slowly but surely.

I only know of one or two who don't post. I don't see the forums going south at all myself.

Thanx!

Hawk
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08-31-2009, 05:56 AM,
#68
RE: CS Game Scale - Manual Style
Each to their' own Hawk. I miss a lot of the old posters and I guess I will be disappearing myself for sometime. It's not a case of being able to mix it and take it, more a case of I can't be bothered banging my head on a brick wall time and again.
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08-31-2009, 06:01 AM,
#69
RE: CS Game Scale - Manual Style
The only thing harder than getting a new idea into someones head........is getting an old one out

ROFLMAO!
"The secret to success is not just doing the things you enjoy but rather enjoying everything that you do."
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08-31-2009, 06:01 AM,
#70
RE: CS Game Scale - Manual Style
glint Wrote:Each to their' own Hawk.

Indeed.

Quote:I miss a lot of the old posters and I guess I will be disappearing myself for sometime.

Sorry that you feel the need to disappear.

Quote:It's not a case of being able to mix it and take it, more a case of I can't be bothered banging my head on a brick wall time and again.

Well that is where you and I differ because I have no problems banging my head on the brick walls around here.

Thanx!

Hawk
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