umbro Wrote:Also, bear in mind that the "bridge" is really two ropes strung across a river that infantry can clamber across, that clearing wrecks means moving the wrecks a couple of meters so that they don't block the road, and that the minefield is level one which means they basically sowed the road at one bottleneck point...
You were never a Boy Scout?
We made a bridge of rope as part of a project to earn a merit badge. I don't remember the amount of time it took except to say that we ate breakfast and were ready for lunch by the time we could get it "almost" ready for use. And, yes, we were a bunch of kids at the time. I am sure that the "pro's" could do it faster. (And, you need to then look at 130 guys trying to cross that rope bridge with full combat loads within the game's scale?)
Never cleared or sowed a minefield. :rolleyes: But, from what I have read it was a little time consuming. I have no problem with the "path clearing". I do have an issue with sowing a 250 meter hex to have enough effect. Clearing is not so much an issue for me. And, it gives a sureal feel to have them perform in the "combat frame" at the same time?
In my early work days I drove truck in a construction company. I was involved in many a "wreck" clearing and recovery. I can guarantee that it took hours to move dozers and trucks that got "in the way" or broke down in the wrong places.
umbro Wrote:Of course, there is the issue that these guys get to do more than anyone else (as they can often be combat units too!), but I think that is a small price to pay for the extension to game play offered by these new guys.
I have always accepted the abstract nature of many of the game's features. I accept them as the exception and hope they do not become the rule. ;)
umbro Wrote:But, I admit that I am biased in favour of larger scenarios with more options - except when playing online H2H :-).
I can see one of those 90 to 400 turn scenarios as being a bit much for playing online! :)
RR