PBEM Thoughts
Thoughts on mainly play balance as losing the first battle can cause continueing problems.
These assume gentlemans agreements.
Having arty in the core, I am coming to the opinion that only arty integral to the formation should be allowed & should be onboard only or none at all. Your FOOs improve anyway.
The reason if the player with longer ranged offboard includes in his core as its exp goes up so does his CB fire. These units should be bought with support points so luck of the draw still applies. Or at least restrict offboard types
For meetings my view the support points allocated are to high to add variety go with just your core so needs to be balanced or a small amount of support points.
Can do things to like meeting so no time to set up ammo dumps
Something that works quite well, more for MBT is having your support from a diffrent lower quality nation. Adds variety & with ID flags on you know who to rescue because they are in your core.
Using this at moment.
Support as in air or arty can come from either nation not both.
Any additional troops vehicles must be from supporting nation only.
2 big diffrences between a regular battle & a campaign.
Firstly you need to think force preservation from the start, if it all goes tits up you need an exit strategy. A good fighting withdrawl is a very dangerous thing to chase & any unit that makes it off your end lives to see another day.
The other is attacks assaults tend to be easier as the formations tend to be fairly mobile all rounders not defence orientated ATG bristling.
A battle as can sometimes seem to hang & these are my observations to end early.
1) Must control all vic hexes no enemy within 6 or so & generaly ends next turn if enough units lost or offmap. Even if only 1 unit remains game will not end till control all flags.
So no shotgun best thing place on sensible objectives in 3-7 groups or use 3 lump drop.
If you were sad could use this to mop up by not taking one
Have been doing the following
You try to withdraw without saying once its obvious or you have done undetected 2 options.
1) Play nicely allow cease fire player asking for stops all arty & does not press attack. To stop him doing this as realises hes about to bite the bullet the other player can press on that go but at end tries to position himself out of contact. Don't go mad attack like you were going to hes admitted defeat.
2) Skip this but with both go to next point to speed up.
3) Retreating player gives locations of any straglers he thinks you dont know about to kill & says if path to flags clear.
Winner can say paths clear like roads free.
Both pop smoke move out of LOS if poss & if need switch off the odd weapon.
Did that make any sense?
As a balancing aid depending on how badly loser was mauled use any all of the following. Pretty sure winner gets more R&R points.
Winner can only repair damaged units not destroyed or restrict his repair points.
Winner gets no support points next battle or very limited.
Loser gets to go first perhaps with a free turn to take up position, an add hoc delay game. If hes in a real mess let him choose the terrain so if hes lost all armour will probably choose forrest or city.
Because its basic security after first 3 battles if save at end of battle you can reload till get battle type you want.
Its a bit hit & miss but if hes in bad shape an assault would not go amiss.
I seem to have had one to many beers what I have posted is not that clear but general views on anything you have come across.
If you can keep it going past the first 2 battles its great fun managed a 9 battle one so far.
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