"Piper"

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spelk
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"Piper"

Post by spelk »

My first stab at "Piper", wasn't sure how to defend such a wide area with such a small selection of troops, a similar problem to A Time to Dance, but with much more in the way of paths for the enemy to take.

However, after an initial stand at the "frontline" of the map, I quickly realised, the bridges along the river could be blown, and then a corridor of pain could be set up for the enemy. So after a rather dysmal fall back (having several units encircled and then subsequently destroyed) I formed a line of leopards and troops to lay down heavy fire along the forest corridor - having plenty of arty rain down also slowed the enemy and chipped away at them as they tried the run. They never quite made it along that road, and a number of them had to retreat under the withering fire.

Here's the state of play at the end. Only a 69% Tactical Victory I'm afraid, but I think on my first go, with the initial foolish losses by trying to hold the early game eastern perimeter - its understandable. Once the corridor of pain kicks in, you start to feel like you have some muscle after all. Will be trying this scenario again to improve on that score.

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And heres the results

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And losses

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Mad Russian
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RE: "Piper"

Post by Mad Russian »

It will be interesting to see how the AI does when you try it again to improve your score.

Can't wait to see that result.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
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spelk
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RE: "Piper"

Post by spelk »

I think what makes the game accessible, particularly with these smaller scenarios, is that you can approach each scenario - without much in the way of a plan, you can study the forces and the map for a bit, and then pick out defensive positions and chokepoints, and give it a try. It plays small and fast enough to just give it a go. If it all goes bad, you'll usually learn something along the way. Then you try again.

You also become emotionally invested in troops under duress. You want to help them, with whatever is at your disposal. So the encirclements I gave up, because I tried to hold the points too far east, really affected how I cut my losses and strove to pull back and set up a killzone leading up to the city.

Both this and A Time to Dance, can be jumped in on, and you experience what the game/AI throws at you. Then you come at them again. I could still play A Time to Dance, and have another go, trying to optimise my defensive position. Its a very moreish mechanic, one which you don't often get with operational chit shufflers. In fact I think the sort of game you've managed to pull off here, is similar in scope to the Command Ops series, in that its pure tactical thrills, with the tools to plan ahead, and then sit back and watch the battle unfold. I also prefer 2d abstractions on maps like this to the likes of Combat Mission and its 3d representations - I guess that could be the chit shuffler in me. :)
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