001_XME_EF JTCS Meeting Engagement - Red Victory
Rating: | 9.85 (2) |
Games Played: | 2 |
SM: | 5 |
Turns: | 35 |
Type: | Custom |
First Side: | Russia |
Second Side: | Germany |
Downloads: | 236 |
Notes: This scenario requires the XME_East Front Mod. It contains
new units, weapons and data not available in the stock Red Victory
game. The mod is available to Blitz members via keif149. I may
be reached through the Blitz in the normal fashion.\\Recommended
for pbem, but it is possible to play either side solo. The Squad
Battles engine does not perform the best in meeting engagements,
so no guarantee to your satisfaction.\\Size, large. 35 turns.\\This
battle is based on a generated meeting engagement using the battle
generator from JTCS. Victory is decided by the number of controlled
victory hexes at games end. The side which has the majority of
the hexes gets the major victory. A draw is also possible.\\The
Russians have the weaker side as far as man power, but, they
are more mobile, and they have air superiority, although the
Germans do manage a sortie or two. The Russians also have supporting
artillery. The Russians have very strong air assets and should
choose their targets carefully. Squandering the air attacks on
lesser targets could sway the battle.\\\Since this is a meeting
engagement where the goal of both sides is to advance the front
line in their sector, the units arrive in a broad column, based
on a variable number in the reinforcement dialog. The game will
never play the same way twice. The battle opens with advance
scouts probing the front.\\\
new units, weapons and data not available in the stock Red Victory
game. The mod is available to Blitz members via keif149. I may
be reached through the Blitz in the normal fashion.\\Recommended
for pbem, but it is possible to play either side solo. The Squad
Battles engine does not perform the best in meeting engagements,
so no guarantee to your satisfaction.\\Size, large. 35 turns.\\This
battle is based on a generated meeting engagement using the battle
generator from JTCS. Victory is decided by the number of controlled
victory hexes at games end. The side which has the majority of
the hexes gets the major victory. A draw is also possible.\\The
Russians have the weaker side as far as man power, but, they
are more mobile, and they have air superiority, although the
Germans do manage a sortie or two. The Russians also have supporting
artillery. The Russians have very strong air assets and should
choose their targets carefully. Squandering the air attacks on
lesser targets could sway the battle.\\\Since this is a meeting
engagement where the goal of both sides is to advance the front
line in their sector, the units arrive in a broad column, based
on a variable number in the reinforcement dialog. The game will
never play the same way twice. The battle opens with advance
scouts probing the front.\\\
Gaming Records | |||||||||
---|---|---|---|---|---|---|---|---|---|
1st Side Player | 2nd Side Player | Result | Score | ||||||
keif149 | vs. | Richie61 | Russia Major Victory | 40 | 5 | ||||
keif149 | vs. | Richie61 | Germany Major Victory | 40 | 5 |
what a flippin' super fun mod/ scenario!!!!