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RS KNIL Molukken scenario designer coherent thoughts and reasoning
09-04-2007, 12:08 AM, (This post was last modified: 09-04-2007, 12:11 AM by Hawk Kriegsman.)
#5
RE: RS KNIL Molukken scenario designer coherent thoughts and reasoning
Jeepster777 Wrote:The Japanese must move fast and quick, or the best they can hope
for is a draw. Players must use the Banzi tactic to win this game.
Some Blitz members may disagree with me on the use of the Banzi as being "unhistoric" but I find it adds flavor to the game...and remember this is a game.

Sorry but allowing the Japanese to use the Banzai tactic this way makes for an unplayable match that is not fun. It does not add flavor to the early war scenarios at all. It asdds additional a$$ kicking power against Allied forces that absolutely suck! The Japanese did not use the Banzai tactic against the Dutch....period end of story. The Dutch lack of fire power and lack of assault factor means the Japanese can just banzai and overun undirstupted platoons.

Quote:IMHO truly historic scenarios can be one sided and rather boring to play.

Tell me about it I am playing pantherbait in RS scenarios in date order as the Allies. I am kicking my a$$ kicked. It is not boring, it is frustrating as the majority of the scenarios are poorly designed from a points standpoint. The Japanese have too much time in the scenarios and / or need to few points. So no matter how well I am do I am getting a minor loss at best.

Don't give the Japanese more tools in the early years, but design the scenario correctly and assign points accordingly!

Doing otherwise is the sign of a poorly designed scenario.

Thanx!

Hawk
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RE: RS KNIL Molukken scenario designer coherent thoughts and reasoning - by Hawk Kriegsman - 09-04-2007, 12:08 AM

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