Alfons de Palfons Wrote:MrRoadrunner Wrote:Alfons de Palfons Wrote:MrRoadrunner Wrote:Most early scenario designs covered brief snipits of parts of battles. It was rare to see an entire operation covered by the early designers?
RR
Ed,
Even Taskforce Lovelady, that good old Bevard classic was a multiple day battle in reality. Bevard put it in something like 12 turns. This scn does NOT simply represent a small part of the battle.
There are also engagements that in reality took only an hour or so but were so intensive that a designer would also need 12 turns to represent them. In such a case it would not be realistic to add a bridging engineer or something probably. A lot of the older stock scns are the most abstract scns around (mainly in force size oob representation) and cover multiple days. (I could name a very long list of scenarios here)
So Matrix does not do anything different with timescale than Talonsoft did. All that was done was the adding of new units that would also fit well in many old stock scns.
Ofcourse you are free to not like larger scenarios, but they are no more abstract than other scns. I like larger scns as long as they translate the real events into the game realistically.
In summary I'll conclude with your sentence: I don't think the new direction of "time is relative to the situation you are modeling" is the way to go.
This is not new, it has always been this way.
Huib
Once again you totally missed my point?
RR
???
You didn't have a point as far as time scale is concerned other than demonstrating that you don't understand how scenarios are made.
Why your only point is to attack the poster and not the comment is your M.O.?
You've done so very well in the past and seem to do so now?
Here is the Doug Bevard description of what his battle represented:
Mausbach, 12km E of Aachen, Germany: [Best played against Human opponent] While in the north the British were preparing for Operation Market-Garden, further south the Americans were knocking on Germany's door. With the decision to bypass Aachen, the plan of the US VII Corps called for a frontal attack by armor to sweep through the West Wall defenses south of the city then a northward sweep to complete the encirclement. By September 14th CCB/3rd Armored Division had penetrated deeply into the West Wall and was poised to drive north. At Roetgen, CCB split into two task forces with TF King advancing toward Stolberg, while on the right TF Lovelady was to fight its way to Eschweiler. By noon on the 15th, Colonel Lovelady's tired GIs prepared to cross the Vicht River and drive through the last positions of the Schill Line and into the open ground around Mausbach and Gressenich. German reserves were nearly exhausted. However, a scratch force from the shattered 9th Panzer Division, 105th Panzer and 394th Assault Gun Brigades was ordered south to blunt the American attack.
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12 turns = One hour and twelve minutes of fighting.
It is quite simple and no where does it say it represents fighting over a period of time. It is a snipit of the battle that he portrays.
Alfons de Palfons Wrote:You didn't have a point as far as time scale is concerned other than demonstrating that you don't understand how scenarios are made.
From the game manual:
page 13
Each scenario is played on a unique map with five “view modes.” Most scenario maps are based on historically-accurate 1940-era 1:50,000 scale maps actually used by Axis and Allied commanders during the war. Combat is performed on a “hex grid” map that has defined wargaming for over three decades. Each “hex” represents 250 meters; with 4 hexes to a kilometer or 6 hexes to a mile. Turns are equivalent to approximately 6 minutes of real time.
Each scenario has a variable number of Game Turns, in which you and your opponent attempt to capture or defend Objectives and smash more enemy troops then you lose. Every conceivable type of battle action is represented in the scenario selection: meeting engagements, armored breakthroughs, trench defenses, exploitation, reconnaissance, battles of attrition, mobile defenses, and much more.
page 155
What is the game scale?
A. The game scale is six minutes per turn and 250 meters per hex. Each Strength Point (SP) of an infantry platoon represents a half squad (thus, 6 SPs represent a platoon of three squads). Each SP of a Machine Gun platoon represents one MG “team” (and, thus, one MG); each SP of a gun (i.e., gun, mortar, or howitzer) battery represents one gun and its attendant crew; each SP of a vehicular platoon (regardless of type) represents one vehicle and its crew. Crews and guns are considered the same units for game play purposes.
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Or, is it how "stupid"
I am that I don't appreciate your scenarios? I understand the game's scale and a little of the way scenarios are made by
all designers. I do not take the word of one specific designer.
I keep most scenarios in my game folder. Luckily we can remove those we don't like so that we don't have to play them? I know my West Front folder is lighter than a standard WF folder. :chin:
Get it? :smoke:
RR