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The Ideal QB Force Mix
11-26-2006, 11:05 AM,
#6
RE: The Ideal QB Force Mix
I think that most of the problems come from too little time being spent on the parameters of the game. Coming from a tabletop gaming background, we would spend a considerable amount of time to flesh out not only an evenly matched game, but one that was interesting as well, both with units being used and the map. The QB point system does not equate to an evenly matched game, there are huge imbalances, just look at the German/Russian infantry as the war progresses, other then organisation, the Russian equipment stays pretty much the same whereas the German personal AT weapons gain in both number and quality. There are other areas as well, so a Mech force mix vs. a Mech force mix does not produce an even game. As well, the equipment available is too broad for both sides, and the numbers of vehicles usually grows outa proportion. And then we have a computer generated map that never seems to feel quite right at best and is down right horrible at worst.
As for the best QB purchase, I agree, unrestricted is not the way to go. Flesh it out beforehand, if you want to play a large armor engagement, tell the other guy and put some restrictions on both sides so manuver is the game if that is what you want, build a map that suits the game you want, let the other guy be equal partners in creating a good slugfest, with lots of nailbiting situations. You will still get lots of mystery as to what the other guy purchased and a good fought game as a bonus.
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Messages In This Thread
The Ideal QB Force Mix - by Soldier - 11-26-2006, 02:33 AM
RE: The Ideal QB Force Mix - by Copper - 11-26-2006, 02:37 AM
RE: The Ideal QB Force Mix - by Lord Bane - 11-26-2006, 04:26 AM
RE: The Ideal QB Force Mix - by Soldier - 11-26-2006, 04:51 AM
RE: The Ideal QB Force Mix - by jawsconan - 11-26-2006, 06:21 AM
RE: The Ideal QB Force Mix - by Ratzki - 11-26-2006, 11:05 AM
RE: The Ideal QB Force Mix - by bluehand - 11-26-2006, 12:12 PM

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