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noob

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Posts posted by noob

  1. 6 hours ago, womble said:

    Did the following tanks have "?" icons for the intended victims? Depending on soft factors, that can sometimes cause them to halt.

    Yes

    Was the lead tank the HQ? I'm interested if the tanks reacted "as a unit" to the incoming fire. That would, indeed, be a surprise.

    No

    How close were the following tanks to the "track" of the projectile that hit the lead tank? They may simply have been reacting to seeing that with their own eyes and that could qualify as "fired upon" by an unseen enemy, per your manual quote.

    As mentioned previously, all the cover arcs of the five tanks overlapped, so they were reacting to fire in their arc I presume. Makes sense.
     

    Rushing enemy tanks in cover with yours over open ground isn't really a recommended tactic, though, unless you can arrange for your overwhelming numbers to all break into LOS of the enemy pretty close to simultaneously. I think in this case your tankers' reaction was probably the least bad result.

    I know the pros and cons of different situations. I was way ahead in kills, so I could afford to trade tank for tank, the distance wasn't great, one enemy tank was permanently buttoned, I had a five to two advantage, and controlling the terrain was vital. 

     

  2. In a game I am playing, I rushed two PzIV's in cover in a ditch with five Shermans across open terrain. All had a "hunt" order, and a cover armour arc. So, I assumed that when each of my tanks made visual contact, or was fired upon, they would stop and engage, no problem.

    However, that didn't happen, when the lead tank got a sighting, and a hit, the rest just stopped outside the LOS of the enemy. So now I have to change their order to "move fast" to get them to engage, and have now lost the element of surprise.

    So I checked the manual regarding "hunt".

    Vehicles - orders vehicles to advance slowly and observe the battlefield for enemy
    contacts. Upon spotting a threat, such as another enemy vehicle or tank,
    or when fired upon (even if the enemy is not seen), the vehicle stops immediately.


    There is no mention of the fact that if one of a group of vehicles is fired upon, "all" the vehicles will stop.

    So why did all five tanks stop ? when only one had gained a LOS with an enemy unit, and was fired upon. There is no mention in the manual that if one of a group of vehicles is fired upon, "all" the vehicles will stop.
     

    So please BF, either tweak "hunt" so it only applies to the spotting, and / or engaged vehicle, or bring in a "Move to Visual Contact" order, where an "individual" unit only stops when it has a visual contact with an enemy.

     

    p.s

    Jeremy Hunt is a UK politician that's been in the news lately :)
     

  3. It would be nice if some clever person could come up with a handicap system that would factor in all the advantages / disadvantages of each side in a given scenario, then cross reference those parameters with the actual result, to come up with a new result.

    That way, one could "lose" a scenario, but still win if the "loss" wasn't as bad as it should of been.

    For example, I played a scenario that was so Pro Allies that one was left with the feeling that it was impossible for the Axis to win, yet it was classed as a H2H game.

    So one could have argued that if the Allies did not achieve a Total Victory, they lose.

    This would dumb down the scoring system to a simple win / lose / draw factor, and that might not be to some peoples tastes, and it would certainly disqualify the games from traditional ladders. In fact, one would probably have to create a new ladder to integrate the system, a bit like a football league table, where there are only three results available.

    However, I think the simplifying of the results would be worth the ability to play "any" scenario as balanced though.

    How about it guys, a CM Premiere League :)
     

  4. 12 hours ago, [MyIS] Buffpuff said:

    I wouldn't go that far. My experience (thus far) in figuring out scenario design has been uneventful and the community has been very helpful. More scenario designers means more campaigns/battles and that's good for everyone involved as far as I'm concerned. Hopefully one of these days (hint hint) Chris (Battlefront Guru/Developer) will do some Twitch streams on scenario design!

    My tongue was firmly in my cheek when making this statement, as the emoticon shows :)

  5. 13 minutes ago, ASL Veteran said:

    So in other words, you don't want any scenario designers for any of the various releases (every forum) to use any casualty VPs other than parameters for every scenario all designers make so that you can have an exit zone in every single scenario for both sides even for scenarios that don't have any 'useless' units in them.  Alright, your suggestion has been noted.  Now that everyone who makes scenarios has their marching orders from you should we all respond in every forum or will just this one do? ;) 

    No, when I first made my request, I didn't know what the consequences would be for "certain" types of battle parameters. Once I was educated as to those consequences by JonS, I re assessed the situation, and modified my request.
    However, I have come to realise that encroaching into the territory of experienced designers is a dangerous game for the uninitiated, so I think I will tweak any scenarios I play myself, based on the knowledge I have acquired creating this topic ;)

  6. 8 hours ago, ASL Veteran said:

    Of course if points aren't awarded for kills or damage then the entire purpose of creating the exit zone in the first place is defeated since exiting things that give no points is a pointless exercise is it not? 

    Not if it's a "Casualty" parameter. For example, in a recent game I played with an exit zone, I was rewarded 500 points for exiting with less than 25% casualties.

    As for scenarios with just terrain objectives, the exit zone would be purely for the purpose of clearing the battlefield of useless units. For example, I played a game where I had a lot of unarmed transport vehicles, and they were only going be used once. That meant that once they had completed their mission, they had to be hidden in cover that I wanted to use during the rest of the battle. They took up space, and were easier to spot than prone troops, thus potentially drawing unwanted attention from enemy units, that otherwise would of been ignorant of my presence.

  7. 2 hours ago, peter thomas said:

    So why is it a terrible idea, JonS?

    A scenario that rewards specific point values for damaging / destroying specific enemy units, and, has an exit zone present, will count any friendly "bounty" units that do not exit the map at the end of the battle as kill points for the enemy.
    The only way to use exit zones without distorting the point system, is to use it in conjunction with scenarios that only count objectives occupied / touched, and, or percentages of casualties sustained / inflicted.

  8. 5 hours ago, JonS said:

    No.

     

    Once you figure out how exit zones work, you'll understand why this is a terrible idea.

    I checked the manual, and yes, it's a terrible idea if there are points rewarded for unit kills / damage. For any other scoring system, i'm assuming an exit zone would be fine.

    However, I should of checked the manual first before saying anything, my bad.

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