Vosslers gambit map 4

Discuss you ToS map designs made with the editor and post them here.

Moderator: MOD_TitansOfSteel

Post Reply
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

Vosslers gambit map 4

Post by LarkinVB »

Spoiler alert, don't read if you did not play this map (most of you, right ?)
Btw this campaign is a blast !!!

.
.
.
.
..
..
.
.
.
.
..
.
.
.
.
.
.
..
.
.
.
.
.
.
..
.
.
.
.
.
1.) The two Supernovas have no chance to survive. No shields and fixed to a range where LRM/GM can kill them without opposition.
2.) The Cossacks have no chance too. Too far away, too little firepower. I killed them half way to our position.
3.) The Sledgehammer was killed without giving a shot in the lull between Cossacks and the next squad
4.) The repacement squad was giving a good fight but can need its last slot also filled.

all in all a straightforward map with can be much better optimizing 1 to 3)
3.)
User avatar
Sleeping_Dragon
Posts: 590
Joined: Thu Aug 21, 2003 1:08 am
Location: Raleigh NC, USA

RE: Vosslers gambit map 4

Post by Sleeping_Dragon »

ORIGINAL: LarkinVB
1.) The two Supernovas have no chance to survive. No shields and fixed to a range where LRM/GM can kill them without opposition.
2.) The Cossacks have no chance too. Too far away, too little firepower. I killed them half way to our position.
3.) The Sledgehammer was killed without giving a shot in the lull between Cossacks and the next squad
4.) The repacement squad was giving a good fight but can need its last slot also filled.

all in all a straightforward map with can be much better optimizing 1 to 3)
3.)


Glad you had fun playing this so far.

I actually had a fit playtesting this map. If you don't have a lot of LRM/GM this mission (at least for me) was hard, I didn't want to 'require' the player to have 2+ LRM/GM titans.[:D]

The Cossacks do die pretty quick if you don't have to move forward to get in range, same with the Sledgehammer. That squad's main purpose is just to soften the player up and make them use thier ammo before they run into the 'normal'/replacement squad.

The last slot of the 'replacement' squad is actually suppose to be another Sledgehammer guarding the base. (It was on the map wasn't it?) The 'missing' squad member from the replacement squad is actually titan #4(?) on the 1st squad. I had a good reason why these 2 titans are on 'wrong' squads.... something to do with the way the squads tonnages were balancing out... but to save my like I can't remember the exact situational reason now[:@]

The optimizing 1 to 3...? don't exactly follow what your saying here. '1 to 3' what?

Will take another look at this mission and see if I can improve it a little.
Power does not corrupt; It merely attracts the corruptable.

AKA: Bblue
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

RE: Vosslers gambit map 4

Post by LarkinVB »

ORIGINAL: Sleeping_Dragon

I actually had a fit playtesting this map. If you don't have a lot of LRM/GM this mission (at least for me) was hard, I didn't want to 'require' the player to have 2+ LRM/GM titans.[:D]


The optimizing 1 to 3...? don't exactly follow what your saying here. '1 to 3' what?

Will take another look at this mission and see if I can improve it a little.

My ally already brought 2 long range titans into combat. The Supernovas are fixed to a hex were they can be attacked without opposition by LRM/GM. Also they are helpless against plasmas without a shield. A shield 6 replacing the fourth plasma will help them alot.

With optimizing 1 to 3) I ment improving on the problems mentioned with 1,2 and 3 of my list.
User avatar
Sleeping_Dragon
Posts: 590
Joined: Thu Aug 21, 2003 1:08 am
Location: Raleigh NC, USA

RE: Vosslers gambit map 4

Post by Sleeping_Dragon »

ORIGINAL: LarkinVB
My ally already brought 2 long range titans into combat. The Supernovas are fixed to a hex were they can be attacked without opposition by LRM/GM.

Maybe I should specify which titans the allied titans get... I see your point, if they end up with 2 GM/LRM titans (plus what the player has) the Supernovas are definately in trouble. (currently the 2 allies are just random LR assaults that follow your squad leader around until an enemy gets within 12 hexes)


Also they are helpless against plasmas without a shield. A shield 6 replacing the fourth plasma will help them alot.

Will try it out. Was working off the theory that if another Plasma gun got within range then the Supernovas would 'attempt' to simply out-gun it, Will try out a shielded version and see how they play in this set-up.

With optimizing 1 to 3) I ment improving on the problems mentioned with 1,2 and 3 of my list.
Ah. gotch ya.[:)]
Power does not corrupt; It merely attracts the corruptable.

AKA: Bblue
LarkinVB
Posts: 1501
Joined: Tue Oct 09, 2001 8:00 am
Location: Germany
Contact:

RE: Vosslers gambit map 4

Post by LarkinVB »

ORIGINAL: Sleeping_Dragon

The last slot of the 'replacement' squad is actually suppose to be another Sledgehammer guarding the base. (It was on the map wasn't it?)


Yes. It waited at the base to be slaughtered alone.
Post Reply

Return to “Titan's Map Room”