Ex-Cretin Posted October 23, 2006 Share Posted October 23, 2006 How many turns should the QB series (ME, Probe, Attack Assualt) go based on... 2000 points Medium map Daytime Pretty much everything else random. 0 Quote Link to comment Share on other sites More sharing options...
Sgt AA Posted October 23, 2006 Share Posted October 23, 2006 I think that 5-7 minuts is enough for 12 Tigers to erase 21 T-34 from an open map with gentle slopes. Regards/ [ October 24, 2006, 06:02 AM: Message edited by: Sgt AA ] 0 Quote Link to comment Share on other sites More sharing options...
JasonC Posted October 23, 2006 Share Posted October 23, 2006 MEs and probes can be shorter, 30-35 minutes might suffice at that scale. For attacks and assaults a more deliberate approach through fire has to be expected, so add 10 minutes to those figures. You don't need to go up to a hour and it introduces unrealistic ammo games to do so. (Scenarios only need to be that long if half the forces arrive halfway through etc). 0 Quote Link to comment Share on other sites More sharing options...
Sivodsi Posted October 24, 2006 Share Posted October 24, 2006 [Roll Eyes] I think that 5-7 minuts is enough for 12 Tigers to erase 21 T-34 from an open map with gentle sloops. [Wink] Of course it depends if the sloops are armed or not and whose side they are on. I don't expect the sides of the sloop, being typically composed of heavy oak timbers would put up much of a defense against the AP from either 76mm or 88mm, but either way they could provide cover for the T34s to move closer. If armed, its canons could be represented by panzerfausts I suppose, since they are the closest thing to artillery that you could fit in a building, so it looks like armed sloops would have to be German. You could probably best represent sloops in CMBB by using a two storied light building (I checked CMMODS and I could not find any sloop mods, so light buildings + imagination will have to do). It should not matter that the light buildings are immobile (except when reduced in a downward motion) since I don't think sloops move particularly rapidly on land either. Looks like an exciting scenario could be made from this: T34s vs tigers with the sloops adding a chaotic element. Especially if they are pirates. Maybe need a gamemaster to command them and make pirate noises. Let me know if you need a beta tester. 0 Quote Link to comment Share on other sites More sharing options...
WindyCity Posted October 24, 2006 Share Posted October 24, 2006 Originally posted by Ex-Cretin: How many turns should the QB series (ME, Probe, Attack Assualt) go based on... 2000 points Medium map Daytime Pretty much everything else random. Go with 20 turns 0 Quote Link to comment Share on other sites More sharing options...
Ex-Cretin Posted October 24, 2006 Author Share Posted October 24, 2006 One serious response out of four replies, I guess that's about average. Thanks Jason. 0 Quote Link to comment Share on other sites More sharing options...
DavidFields Posted October 24, 2006 Share Posted October 24, 2006 Actually, I am not sure who the is winking at, but I would have thought 20 turns (variable) is not a bad answer. That makes for a crisper, quicker game. Depends on what your mood is. Some people like long initial maneuver sequences, with cautious recon. Some people (or, the same people at different times) find that tedious. Certainly reducing the number of turns puts more pressure on the attacker, everthing else remaining equal--can essentially be used as a balancing/handicapping tool. 0 Quote Link to comment Share on other sites More sharing options...
McIvan Posted October 24, 2006 Share Posted October 24, 2006 You can get a meeting engagement out of 20 turns, albeit a flag rush that is won by the first person to arrive, but I don't see how ou can possibly carry out a probe/attack/assault in less than 30-35+. 40+ seems to work ok for assaults. This is all personal however....that's what suits my play style, and might not at all be suitable for someone else. 0 Quote Link to comment Share on other sites More sharing options...
Ex-Cretin Posted October 24, 2006 Author Share Posted October 24, 2006 35 to 45 turns is what I've arrived at in my experience as well, there needs to be time pressure on the attacker but not so much that you throw caution to the wind. Just wanted to know what others found to be reasonable. Thanks for the input. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted October 24, 2006 Share Posted October 24, 2006 If the game's infantry-heavy and they've got a hike before making contact with the enemy I'd say 35 turns - with an understanding that you might or might not need those last ten turns. There's nothing worse than having 10 turns worrth of maneuvers left with just 3 turns remaining in the scenario. If you plan to properly scout out the enemy positions before making any moves you might want to add several more turns to the 35! If you're just going to throw yourself into the fight and most of your 2000 point is armor, then 20 turns might do the trick. 0 Quote Link to comment Share on other sites More sharing options...
gangofmao Posted October 27, 2006 Share Posted October 27, 2006 ...If was Partisans Vs Axis Minors... +/- 35 is fun...gives Partisans time set traps, yet move to new positions when they don't work, like all mine seem to do...lol gangofmao 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.