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Scenario VP settings for Deny Crossings

Posted: Thu Dec 20, 2007 8:03 pm
by FredSanford3
I was wondering if there was a way to manipulate the possibility of the AI blowing bridges in particular cases. I believe that you get the Completion VPs for a deny crossing task either at the time the task runs out (if you still own it of course), or sooner, upon sucessful blowing of the bridge.

Occupation points run for duration of the VP location timer, thus, to maximize the points, it behooves the player (or AI) to keep possession of an intact bridge for as long as possible. I don't believe, and I'm asking for clarification, that a side gets the balance of the occupation points once a bridge is blown.

If that's the case, would making all of the VP's for a deny crossing Completion VPs make it any more likely for the defending units to blow the bridge? Or does that not enter into the calculation to determine whether to make a demolition attempt?

Also I still have a question from Simovitch's Combat & Supply thread concerning supply allocation:
While we're talking about supply, I'd like a clarification of concept of "expected requirements". Is this based upon offensive or defensive "expected requirements", or is it maybe dynamically calculated based upon current usage/orders? In other words, if the scenario sets supply at 75%, would this be 75% of a unit's expected needs to conduct offensive operations, and would thus be experiencing a shortfall should it attack at such a level of logistic support, BUT that same 75% might be sufficient for a unit defending in place. (Although it seems the guys defending in place have to go on a diet as their basics ration reduces in proportion to the ammunition/fuel allotment.)

Also, the Scenmaker manual states the baseline "expected requirements are based on at start forces plus expected reinforcements and ignore any losses or exits". Couple of questions/request for clarification:
1. Do the supplies step up with the arrival time of the reinforcement (assume no particular manipulation of the SEPs has taken place- just a single SEP active the entire time @100% w/ no interdiction issues), or are the 'expected required' supplies set to cover all the forces regardless of whether they are on map or not. If the latter, the units originally on map would, in effect, be over supplied until the additional demand in the form of reinforcements is present. To offset that, a scenario designer would have to manipulate the %age of expected requirement to correspond to the % of forces actually on-map.

2. Since the 'expected requirements' calculations ignores losses and exits, does the same principal apply in reverse? Say I have two equal-sized regiments A and B, and my supplies are at 50%. Unit A then withdraws from the map. Will unit B now be effectively fully supplied (half the expected supplies, but only half the expected units, so it should be a wash). Is this correct?

I apologize for all the questions, but I'm in the grip of my COTA obsessive-compulsive disorder. I'm also developing the mack-daddy scenario that will either blow everone's socks off, or choke your machine...umm...how big can the battles be? Thanks to all at Panther for the responsiveness you all have shown in addressing all the questions from everyone. Best wishes for the Holiday Season as well!

RE: Scenario VP settings for Deny Crossings

Posted: Thu Dec 20, 2007 8:17 pm
by HansBolter
I'm just a beta tester who doesn't dabble in scenario design so I can't answer on what the upper limits are, but I can tell you that there are several scenarios in BFTB that include full corps (three divisions plus corps assets).

The ones that size do run slower than one division scenarios, but not so slow as to make the game unplayable or unenjoyable. Actually, I tend to play the large ones most and don't notice anything until I play a small one an see how much faster those run by comparison.

Simovitch would probably be a good one to clue you into the overall map and force size limitations.

RE: Scenario VP settings for Deny Crossings

Posted: Thu Dec 20, 2007 10:22 pm
by simovitch
I'm faily certain that you will gain points for a "deny crossing" objective as long as the enemy has not secured the crossing. The crossing is secured by the enemy if it has the 10:1 force ratio inside the objective circle and the bridge is intact. Once the bridge is blown you will continue to get the occupation points as long as the bridge remains unbuilt to it's pre-blown condition, regardless of your presence near the deny crossing objective.

I believe that the AI considers the total possible points of an objective when it delegates tasks. So all things being equal, completion points may be a more attractive prospect for the AI plan.

I have to defer to Arjuna your questions on supply, as well as a verification of the above. They are all good questions.[:)]

RE: Scenario VP settings for Deny Crossings

Posted: Fri Jan 11, 2008 2:40 am
by FredSanford3
One more: What happens if you make a Deny Crossing objective radius cover more than 1 bridge? Does that (a) make the AI choose one to defend randomly, or (b) nearest the marker, or (c) confuse the AI so who knows what you get, or (d) the AI will attempt to defend them all.


pleasepleasepleasepleasepleasepleasepleaseplease be (d) [&o].

RE: Scenario VP settings for Deny Crossings

Posted: Fri Jan 11, 2008 9:28 am
by JudgeDredd
I thought the deny crossing objective had to be at a crossing, and so tied to that crossing...so probably B is the answer

RE: Scenario VP settings for Deny Crossings

Posted: Fri Jan 11, 2008 3:01 pm
by simovitch
Judge is right - it will correspond to the closest crossing to the objective only, regardless of the number of bridges within the circle.