finkster Posted July 28, 2007 Share Posted July 28, 2007 Oops. The same old battles as the old CM - e.g. attack, probe, assault, meeting engagement. Sorely needed, and easy to implement is the delaying action. The weaker side is given greater levels of victory the longer he stays alive. This option would open a new dimension of asymetric battles. Jimf 0 Quote Link to comment Share on other sites More sharing options...
JaguarUSF Posted July 28, 2007 Share Posted July 28, 2007 There are victory conditions you can use to simulate this. Commonly, I assign unit objectives for the opposing side, say 100 points for the HQ and 50 points for each platoon. The game will give "partial credit" for destroying some of each of the unit objectives. So, here's what I would do to simulate what you have said: 1. Make a short time limit, like 20 minutes 2. The attacking force's only objectives are unit objectives of the opposing team. 3. The defending force gets a friendly bonus parameter (set in the scenario editor) equal to 75% of the possible points the attacked can get. This would mean the attacked would have to destroy 75% of the enemy to earn a draw. 0 Quote Link to comment Share on other sites More sharing options...
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