PROBLEMS WITH FF8: KNIGHTS OF THE STEPPE
Posted: Sun Feb 02, 2014 9:29 pm
Hello again!
I had posted yesterday on the absence of the KV1 tanks in the "Black Knights of the Steppe" firefight. Having played that scenario several times, there are a number of other issues with the firefight that have become apparent. Can anyone please address these? Thanks!
1) The KV1s: As I mentioned in a different post, the board game version gives the Soviets two hidden KV1 tanks. These two tanks were apparently NOT included in the PC version. Their omission, however, seems to make the scenario unbalanced in favor of the German player. Without the KV1s, the German can run to the back edge of the rear map almost without concern, as the two Churchill tanks are not a threat. This allows the German player to set up, in effect, an "ambush" at the Soviet T-34 tanks' entry hex. (More on that requirement in a moment.) It seems that the omission of the KV1s makes the scenario almost unplayable. Thoughts?
2) Soviet T-34 Entry Hex: As mentioned above, the three T-34 tanks that the Soviets receive on Turn 3 MUST enter on ONE hex. In other words, they are placed on the map, stacked in that one hex. This creates a major problem. Due to the just mentioned absence of the hidden KV1s, the German player is almost certain (barring the Soviets getting a lucky draw of a "Mark as Used" card) get their Tiger tank into position to "ambush" that entry hex. Since all three T-34s must enter at that hex, the German simply gets his Tiger into position, spends two CAPs on the Initiative roll for Turn 3, and most times will end up with the initiative -- and with it a free THREE shots at the T-34s before the Soviet player can do anything. Very unfair. In the board version, the Soviet player can stagger the entry of the T-34s over several activations, rather than them all having to be on the board at once. I understand that the PC version has a limitation in that units cannot "enter" the map like in the board game version, but surely there could be some adjustment here to prevent the "ambush" gamey tactic I have just described. Perhaps give the Soviet player a range of entry hexes (maybe add the ones adjacent to the current entry hex?) . . . this would prevent the German ambushing them all in the same hex when they enter.
3) CARDS: In almost every board game firefight, the instructions tell the players to remove certain cards from the deck. This is done to ensure that cards which have no applicable use in the firefight are not in play. For example, what is the point of having "defuse land mine" cards in a firefight where there are no land mines? The PC version, however, does not "filter" the non-applicable cards out of the deck. This can make for some player frustration as cards are dealt out which are totally useless. This issue applies not only to FF8, but to all FFs in the PC version. Should be corrected.
4) The Churchills: In the board game version, the Germans enter the map, but do not start ON the map. In the PC version, they start ON the map (due to the previously mentioned limits of the PC version in having units "move onto" the map). The implications of this change for the Churchills are HUGE. In the PC version, the Soviet player has NO chance to move at least one of his Churchills out of the line of fire from the Tiger (assuming the German has set up his Tiger in an intelligent manner). Basically, there is a very high probability that one of the two Churchills is basically useless. Given that the PC version requires units to be set up on map and not "enter" the map, the starting location of the Churchills should be modified from the board version in order to put them in cover and/or out of the line of fire of the Germans. This would allow them to be useful units that might slow the German race to the back edge of the map as they attempt to use the gamey tactic described in #1 in this list.
HOPEFULLY SOMEONE AT MATRIX CAN ADDRESS THESE ISSUES AND CORRECT THEM. THE PC VERSION IS OVERALL A WONDERFUL ADAPTATION OF AN OUTSTANDING BOARD GAME. ERRORS LIKE THE ONES I HAVE LISTED HERE DIMINISH THE QUALITY OF THE PC VERSION. THAT IS NOT FAIR TO THOSE OF WHO US WHO HAVE PURCHASED THE GAME. IT IS ALSO UNFAIR TO MATRIX AND TO ACADEMY, AS IT GIVES WHAT IS GENERALLY A GREAT PC GAME A DISAPPOINTING TASTE.
THANKS TO ANYONE WHO CAN ADDRESS THESE ISSUES! [:)]
PS: I think the +4 Close Combat error has still not yet been fixed. I reported it almost six weeks ago . . .
I had posted yesterday on the absence of the KV1 tanks in the "Black Knights of the Steppe" firefight. Having played that scenario several times, there are a number of other issues with the firefight that have become apparent. Can anyone please address these? Thanks!
1) The KV1s: As I mentioned in a different post, the board game version gives the Soviets two hidden KV1 tanks. These two tanks were apparently NOT included in the PC version. Their omission, however, seems to make the scenario unbalanced in favor of the German player. Without the KV1s, the German can run to the back edge of the rear map almost without concern, as the two Churchill tanks are not a threat. This allows the German player to set up, in effect, an "ambush" at the Soviet T-34 tanks' entry hex. (More on that requirement in a moment.) It seems that the omission of the KV1s makes the scenario almost unplayable. Thoughts?
2) Soviet T-34 Entry Hex: As mentioned above, the three T-34 tanks that the Soviets receive on Turn 3 MUST enter on ONE hex. In other words, they are placed on the map, stacked in that one hex. This creates a major problem. Due to the just mentioned absence of the hidden KV1s, the German player is almost certain (barring the Soviets getting a lucky draw of a "Mark as Used" card) get their Tiger tank into position to "ambush" that entry hex. Since all three T-34s must enter at that hex, the German simply gets his Tiger into position, spends two CAPs on the Initiative roll for Turn 3, and most times will end up with the initiative -- and with it a free THREE shots at the T-34s before the Soviet player can do anything. Very unfair. In the board version, the Soviet player can stagger the entry of the T-34s over several activations, rather than them all having to be on the board at once. I understand that the PC version has a limitation in that units cannot "enter" the map like in the board game version, but surely there could be some adjustment here to prevent the "ambush" gamey tactic I have just described. Perhaps give the Soviet player a range of entry hexes (maybe add the ones adjacent to the current entry hex?) . . . this would prevent the German ambushing them all in the same hex when they enter.
3) CARDS: In almost every board game firefight, the instructions tell the players to remove certain cards from the deck. This is done to ensure that cards which have no applicable use in the firefight are not in play. For example, what is the point of having "defuse land mine" cards in a firefight where there are no land mines? The PC version, however, does not "filter" the non-applicable cards out of the deck. This can make for some player frustration as cards are dealt out which are totally useless. This issue applies not only to FF8, but to all FFs in the PC version. Should be corrected.
4) The Churchills: In the board game version, the Germans enter the map, but do not start ON the map. In the PC version, they start ON the map (due to the previously mentioned limits of the PC version in having units "move onto" the map). The implications of this change for the Churchills are HUGE. In the PC version, the Soviet player has NO chance to move at least one of his Churchills out of the line of fire from the Tiger (assuming the German has set up his Tiger in an intelligent manner). Basically, there is a very high probability that one of the two Churchills is basically useless. Given that the PC version requires units to be set up on map and not "enter" the map, the starting location of the Churchills should be modified from the board version in order to put them in cover and/or out of the line of fire of the Germans. This would allow them to be useful units that might slow the German race to the back edge of the map as they attempt to use the gamey tactic described in #1 in this list.
HOPEFULLY SOMEONE AT MATRIX CAN ADDRESS THESE ISSUES AND CORRECT THEM. THE PC VERSION IS OVERALL A WONDERFUL ADAPTATION OF AN OUTSTANDING BOARD GAME. ERRORS LIKE THE ONES I HAVE LISTED HERE DIMINISH THE QUALITY OF THE PC VERSION. THAT IS NOT FAIR TO THOSE OF WHO US WHO HAVE PURCHASED THE GAME. IT IS ALSO UNFAIR TO MATRIX AND TO ACADEMY, AS IT GIVES WHAT IS GENERALLY A GREAT PC GAME A DISAPPOINTING TASTE.
THANKS TO ANYONE WHO CAN ADDRESS THESE ISSUES! [:)]
PS: I think the +4 Close Combat error has still not yet been fixed. I reported it almost six weeks ago . . .