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Posted: Thu Jul 19, 2001 10:18 pm
by Banjo
I agree that it is a shame to burn up a formation of experienced units in order to meet the objective because of time restraints. Yes units were ordered to get off of their butts and get moving and yes it means taking casualties. Thats part of the job description. Some nationalities ignored that fact. So where does the balance lie? I have not had the time to get past the second battle of the M.C. even though I have had it for a month or so. So I cannot comment on the length of the battles there in. Since 6.1 is still fairly new we all all readjusting to the changes. I think the changes are great. Scenario play and design will adapt to it.

For the future with the option of creating truly large maps, time will become a factor not to be ignored. A idea that I have had in various forms could work well to achieve this.

If a hill or village must be taken that is miles behind the lines, it is unreasonable to expect it to be taken in 20 to 60 turns, in the face of stiff resistance. History has shown this. Design the map to whatever size that is necessary to put that objective behind the lines. That would be the overall objective of the battle. Perhaps it would even need to be held in the face of heavy counterattacks while advancing to secondary objectives elsewhere. What units do you put into the line to achieve this, and how long do you keep them in the line?

Instead of having a scenario that could possibly take hundreds of turns, break the battle down into 20 to 30 minutes of game time if the scale represents one minute of play for example. Have the player set objectives for each formation that have a resonable chance of being met in that time frame. It may be to clear a ridge or woods or village that is in the line of advance to the final objective. If the objective is not achieved so be it. The battle would not end there. The map and current positions would remain the same, and the next formations scheduled to come up to the line would do so to continue the fight in the next 20 to 30 minute "phase" of the battle. This would keep the short scenario or phase and keep the continuity of the overall picture.

The battle could be fought with a resonable number of phases as a time limit. A limited order of battle could me made to represent the units available to the commander to use at his discretion. X number of purchase points for each phase would limit the urge to buy the whole force in one shot so to speak, and could be used to simulate the problems of maintaining supply.

Just a few more thoughts here on this subject.