RE: Monty's Front: Describe YOUR Game Experience
Posted: Fri Feb 05, 2021 2:03 pm
RESERVES One could preplan movements based on a condition (enemy approaching an hex or attacking a unit). The details are left to the AI.
I think the lack of reserves favors the attacker. Without reserves it's a lot easier for the attacker to keep the initiative and stay on top of the decision cycle, at the moment one can only be active and not re-active.
OBJECTIVE PLANNING Also it'd be good to have objective planning that extends over several turns. Why pay the (full) C&C penalty every turn if I already know I need to go from A to B..and I am already going?
COMBAT ASSETS They are like action cards in board games, I love them and I 'd definitely expand their capabilities, they add a lot of chrome.
- introduce other modifiers other than combat shits (extra fuel, no C&C delay)
- make them one time only and specific for each unit
- have the players bid for extra ones
- cover those that are history related in the scenario description
- have some of them to be a trade off and not just a `positive'
PARATROOPERS Operation Plunder and the planned drop on Berlin as follow up scenarios.
HISTORICAL VARIABILITY To be left as an option. No plan survives contact with the enemy right? But m any scenarios have limited replay value once played a couple times. But objectives and reinforcements were not always fully in control of the theater commander and were subject to change
When this option is ON then objectives fuel, reinforcements and withdrawals can change for both sides.
Depending on their effect there should be a VP compensation.
I think the lack of reserves favors the attacker. Without reserves it's a lot easier for the attacker to keep the initiative and stay on top of the decision cycle, at the moment one can only be active and not re-active.
OBJECTIVE PLANNING Also it'd be good to have objective planning that extends over several turns. Why pay the (full) C&C penalty every turn if I already know I need to go from A to B..and I am already going?
COMBAT ASSETS They are like action cards in board games, I love them and I 'd definitely expand their capabilities, they add a lot of chrome.
- introduce other modifiers other than combat shits (extra fuel, no C&C delay)
- make them one time only and specific for each unit
- have the players bid for extra ones
- cover those that are history related in the scenario description
- have some of them to be a trade off and not just a `positive'
PARATROOPERS Operation Plunder and the planned drop on Berlin as follow up scenarios.
HISTORICAL VARIABILITY To be left as an option. No plan survives contact with the enemy right? But m any scenarios have limited replay value once played a couple times. But objectives and reinforcements were not always fully in control of the theater commander and were subject to change
When this option is ON then objectives fuel, reinforcements and withdrawals can change for both sides.
Depending on their effect there should be a VP compensation.