RE: !Normandy44 Beta Testing
Huib:
This appears to be a two way forum...lol...
I like the Maas scenario, and I feel with those minor "tweaks" you'll have a very enjoyable and well balanced scenario. Night fights are not popular in general, re: the plethora of unplayed Rising Sun night fights, yet once you learn the rythm they can be a new test and I enjoy that. Often the night fights turn into the old "blind man's bluff". (a popular kid's game in the states way back when I was a kid...late Jurassic-early Pleistocene era...which wasn't all bad actually...dating was a lot simpler when you dragged them by their hair into your cave after a quick clubbing...but I digress...;).
As soon as someone opens up and fires...they are lit up all over the map...and you better have more OP fire than the other guy if you want to win that game!
There are a lot of different ways to try and prosecute a night fight, but my favorite is to pop a starshell, light them up, and kill everything I see. Simple, direct, and effective. This happened a lot in night fights, and even though the game engine doesn't really model it as such, it also simulates a good old spotlight on an enemy position.
Of course...then the starshell drifts...you've lit yourself up...and that tactic can backfire...lol...
I've found on defense...when they start getting adapted to your positions and are loading up to punish you via gunflash...you can simply turn all your OP fire OFF...refuse to fire...let those few units immediately adjacent do their worst...at half attack value...and then punish them on your next turn...
Of course that one can backfire...it's situational...
With your variable visibility...it gives the first side player a good advantage and chance to take advantage of it. I like it. Another aspect of why this game is giving me a lot of trouble involves my opponent, who is difficult to out fox.
Lastly, your scenario puts a high premium on engineers and utilizing their unique abilities, which I always enjoy.
Regards,
Dan
|