Jump to content

The idea of making the enemy "deploy early"


Guest Guest

Recommended Posts

  • Replies 78
  • Created
  • Last Reply

Top Posters In This Topic

Hmmm....as to the original point, I would have thought one of the main reasons to make an opponent deploy early, other than delay, is to increase wear on both men and machines.--non-combat attrition being a significant component of losses.

As to whether artillery is more effective on troops in columns or troops deployed, would anyone ever turn down a chance at troops in columns (unless it would prematurely spring an ambush)? Just the morale and disorganization effects make it valuable.

Link to comment
Share on other sites

You interested in one too URC?

i still haven't had time to send even just the initial turn to Corvidae. i wasted time trying to find solutions to graphical glitches on Vista.

i might be up for another CMBB game if i somehow manage to get the game rolling smooth with Corvidae.

i am a bit tired of QBs. it would be refreshing to have forces with stuff that doesn't make sense to buy in QBs. i would also like to play with verbally agreed victory conditions instead of using those of CM.

a quick example of what i mean with verbal victory conditions:

June 1941, weak Soviet rifle force delays against strong German mechanized pursuit, 60 minutes

2x3 km map (hand made)

2-5 flags at geographical locations, spread in width + depth -- in Soviet hands

Soviets: 1 rifle coy + support weapons, mines, trenches etc

Germs: initially 1 armored inf plt, 1 inf coy on trucks, 1 panzer coy, heavy on arty -- rich reinforcements steadily pouring in (to full bat strength or so)

victory conditions:

+10 points for any German unit (squad, HMG etc) under 50% strength

-20 points for any Soviet unit under 50% strength

+5 points per turn as long as no German unit has exited map to east

-1 point for every German unit that has exited map to east

-5 points for every Soviet unit still on map after turn 60 (can exit only to east)

+5 points per turn per flag, a flag is in Soviet hands

positive final score indicates Soviet victory, negative German one.

the above stuff is not really usable, just a quick example. the idea is to create goals that are based on something else than CM scores. e.g. above Soviet player is trying to avoid a fight as long as possible, while milking away free points from flags, where as German player is trying to get a fight and optimally prevent Soviet troops from exiting the map.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...