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RE: Scenario chain

Posted: Sun Jan 16, 2011 5:29 pm
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 Perhaps if you lose more than half of any regiment/battalion scheduled to be withdrawn while under your command you would suffer HEAVY VP losses.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

RE: Scenario chain

Posted: Mon Jan 17, 2011 11:59 am
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...

RE: Scenario chain

Posted: Mon Jan 17, 2011 12:01 pm
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.