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Scenario design musings
04-09-2008, 06:35 PM, (This post was last modified: 04-10-2008, 10:01 AM by JonS1.)
#4
RE: Scenario design musings
Dog Soldier Wrote:Be careful how you are using these statistics.
Yes, I'm quite aware of that. If you have a better data set to use, please, point me at it. In the meantime it's the best I could find, and your anecdotal stories merely serve to reinforce the conclusions derived from it.

Put it this way: Assume you care about ladder points and someone offers to play you in an N'44 campaign, or one of the long scens that start with the landings. Which side do you choose?

Dog Soldier Wrote:Are you referring to the recent changes of being a "detached" unit?
No. Those changes are good, but they don't really address this situation.

DS Wrote:AT rules were changed about a year ago so this type of behavior will have the commander writing many letters to the familys of AT unit soldiers. ... AT units do not have a ZOC, so they are easily surrounded. Unsupported by infantry, they are pretty easy to kill now by infantry assault. This is as it should be.
Yes. Quite. It rather presupposes that the German player has something to surround and attack them with though.

DS Wrote:[Adjusting unit strengths] is complicated. More often than not adjustments have brought unintended consequences. There are the stock values and the McNamara DB values in VM ALT scenarios. What more could you want?
No kidding it's complicated. I'm not a total nob.

What more could I want? Heh. That's kind of a sad question to even ask. :)

DS Wrote:... historically supply was not a big factor in that campaign.
Ok, this is incorrect. And not just a little bit either :)

DS Wrote:The time of the turns is part of the engine in the game system. It would require...well a new game engine to change this.
This is incorrect too. You really need to start tinkering before you spread more false information.

DS Wrote:I think the editor does allow one to tinker with MP's. It has been stated many times here by Glenn that the MP's are NOT the top speed but a speed determined by deployment at which a full unit can move.
Well, Glenn's wrong too then, or is being misquoted. Military units move slooooowly, even when there is no enemy around. For example during the Great Swan, after crossing the Seine, units were moving at the dizzying speed of 62kms per day. That was going flat knackers against essentially no opposition. That works out to about 6 hexes per N'44 turn. Granted, that's averaged, so heck double it and call it 12 hexes per turn. In 'T' mode. Similarly, truck units on the Red Ball Express covered a total of 100 miles per day, or about 16 hexes per turn (avg, say 20 hexes/turn when actually moving. In 'T' mode). But, I'm not really interested in your thoughts on how fast units move.

I'm curious to hear what other designers and players think of 3 and 6hr turns. I understand that Modern Campaigns makes use of 3hr daylight turns by default, so it'd be interesting to hear from people that can compare-and-contrast the two systems.

Regards
Jon
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Messages In This Thread
Scenario design musings - by JonS1 - 04-09-2008, 03:28 PM
RE: Scenario design musings - by Dog Soldier - 04-09-2008, 04:59 PM
RE: Scenario design musings - by JonS1 - 04-09-2008, 06:35 PM
RE: Scenario design musings - by CptCav - 04-09-2008, 05:57 PM
RE: Scenario design musings - by FLG - 04-10-2008, 05:30 AM
RE: Scenario design musings - by JonS1 - 04-10-2008, 05:38 AM
RE: Scenario design musings - by Glenn Saunders - 04-10-2008, 12:23 PM
RE: Scenario design musings - by JonS1 - 04-10-2008, 01:07 PM
RE: Scenario design musings - by Glenn Saunders - 04-10-2008, 07:09 PM
RE: Scenario design musings - by Dog Soldier - 04-11-2008, 04:56 PM
RE: Scenario design musings - by JonS1 - 04-15-2008, 10:37 AM
RE: Scenario design musings - by JonS1 - 04-19-2008, 05:26 PM

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