Scenario chain

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

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Marshal Villars
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Joined: Fri Aug 21, 2009 10:40 am

RE: Scenario chain

Post by Marshal Villars »

Yes. I was thinking about the lack of a replacement system as a problem as well.

Couldn't we do something like what is currently done for supplies for that?

And they only get replacements in when R&R and sufficiently far from the front? (this has no basis in research, just a wild guess)

I was hoping to solve the withdrawl system by rewarding points for exiting units or something. Or penalize heavily if certain units are not exited by a certain time IF they are still in existance on the board (but that might lead to kamakazi attacks to get rid of them before they are scheduled to exit--so tricky). Perhaps if you lose more than half of any regiment/battalion scheduled to be withdrawn while under your command you would suffer HEAVY VP losses.

Oh well. Maybe we can have these problems solved for BFA (Battles from Africa). LOL
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wodin
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RE: Scenario chain

Post by wodin »

I'm another who wouldn't want to play a monster scenario....I think the engine runs better all round with a smaller unit density...not sure if it's me but it appears the more units the more the TacAI is prone to make mistakes like sending in HQ's or mortar units into a hornets nest...watch how a battalion shakes out into fighting formation then push's forward in a very small scenario...looks good and organised...when you have loads of units it seems to all break down a little...
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Marshal Villars
Posts: 976
Joined: Fri Aug 21, 2009 10:40 am

RE: Scenario chain

Post by Marshal Villars »

Wodin,

I noticed the problem you are referring to (HQ issues going up in larger scenarios) in St. Lo.

But last night I played Epsom (arguably more units than I have ever seen in a game with this engine), and didn't have any serious issues.

Interesting.
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