RE: Russian Steel 1.5
Posted: Sun Dec 05, 2004 1:05 pm
Roland,
I agree with your observations. I can't help but love the big, sprawling Russian Steel concept - the combined arms task force commander role is one is find very enjoyable.
A small-team approach to Russian Steel would indeed be a whole new game - it would have its own charms.
Another possible thing to ponder would be to decrease or eliminate AUX units. At some level, no matter how elite the core became, going up against 200 German units could remain challenging....especially because RS 1.6 has reached July 1943 which provides the scenario designer with a whole new set of German nasties (a couple Tigers and Panthers can ruin your whole day)...
But at the moment, I'm stumped on the first day of Zitadelle: the AI doesn't do well with minefields and pillboxes...
The main problem with the big, elite core is one of determining playbalance - with fewer AUX units, the player's entire force could be wiped out - not that I'm against imposing penalties for imprudent judgements but the next battle might be entirely unbalanced from the start unless enough build points are provided to essentially rebuild the core force over from scratch...
I'm grateful for this discussion - multiple viewpoints always improve thinking.
B
I agree with your observations. I can't help but love the big, sprawling Russian Steel concept - the combined arms task force commander role is one is find very enjoyable.
A small-team approach to Russian Steel would indeed be a whole new game - it would have its own charms.
Another possible thing to ponder would be to decrease or eliminate AUX units. At some level, no matter how elite the core became, going up against 200 German units could remain challenging....especially because RS 1.6 has reached July 1943 which provides the scenario designer with a whole new set of German nasties (a couple Tigers and Panthers can ruin your whole day)...
But at the moment, I'm stumped on the first day of Zitadelle: the AI doesn't do well with minefields and pillboxes...
The main problem with the big, elite core is one of determining playbalance - with fewer AUX units, the player's entire force could be wiped out - not that I'm against imposing penalties for imprudent judgements but the next battle might be entirely unbalanced from the start unless enough build points are provided to essentially rebuild the core force over from scratch...
I'm grateful for this discussion - multiple viewpoints always improve thinking.
B