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Scenario Design question

Posted: Fri Jan 19, 2018 3:20 pm
by tverse
I am not a designer, I have barely looked at the design side of the game. However, in some scenarios I noticed an in game item
called "events". My question is related to the scenario I am currently playing "Bitter Victory Sicily 1943 PO".
Can "events" be used to simulate airborne drop mayhem? For example when air dropping a unit on a hex an "event" occurs
and it drops the unit 20-30 hexes away (simulating missed drop zones), or it evaporates the unit and allows it to reform
several turns later (simulating dispersion and regrouping), or even evaporate the unit for good (simulating dropped at sea),
or can it reduce the men in the unit to say like half to 2/3 (simulating severe unit losses)?

RE: Scenario Design question

Posted: Fri Jan 19, 2018 3:40 pm
by devoncop
tverse....I wonder if in the absence of this feature in a scenario you think it would be realistic as a house rule in a MP game (or even as an allied SP game) if paras had to drop at least 3 hexes apart?

RE: Scenario Design question

Posted: Fri Jan 19, 2018 7:01 pm
by sPzAbt653
Can "events" be used to simulate airborne drop mayhem?
There is no 'airborne drop mayhem' event, but generally anything that you can think of doing can be done thru combinations of things and creating complex events.

RE: Scenario Design question

Posted: Sat Jan 20, 2018 11:40 am
by tverse
ORIGINAL: devoncop

tverse....I wonder if in the absence of this feature in a scenario you think it would be realistic as a house rule in a MP game (or even as an allied SP game) if paras had to drop at least 3 hexes apart?


This would be a good fix. The spacing would need to be thought through given the half day turns.

RE: Scenario Design question

Posted: Sat Jan 20, 2018 11:41 am
by tverse
ORIGINAL: sPzAbt653
Can "events" be used to simulate airborne drop mayhem?
There is no 'airborne drop mayhem' event, but generally anything that you can think of doing can be done thru combinations of things and creating complex events.


Sounds like this could work. Thanks.

RE: Scenario Design question

Posted: Sat Jan 20, 2018 1:37 pm
by Oberst_Klink
ORIGINAL: tverse

ORIGINAL: sPzAbt653
Can "events" be used to simulate airborne drop mayhem?
There is no 'airborne drop mayhem' event, but generally anything that you can think of doing can be done thru combinations of things and creating complex events.


Sounds like this could work. Thanks.
Tim

in case the event system or the game mechanics can't simulate it, there's always the option of house rules and/or the dice. Like a hybrid - e.g. if you roll a D10 with 1-3, you drop the paras 3 hexes away from the objective(s), roll a 4-6, they're placed 2 hexes away, roll a 7-9, 1 hex away. a 10 means they drop at the hex :) That's what I am going to implement (commander cards and similar) for the Tutorial '50s series.

Klink, Oberst

RE: Scenario Design question

Posted: Sun Jan 21, 2018 5:04 pm
by tverse
ORIGINAL: Oberst_Klink

ORIGINAL: tverse

ORIGINAL: sPzAbt653


There is no 'airborne drop mayhem' event, but generally anything that you can think of doing can be done thru combinations of things and creating complex events.


Sounds like this could work. Thanks.
Tim

in case the event system or the game mechanics can't simulate it, there's always the option of house rules and/or the dice. Like a hybrid - e.g. if you roll a D10 with 1-3, you drop the paras 3 hexes away from the objective(s), roll a 4-6, they're placed 2 hexes away, roll a 7-9, 1 hex away. a 10 means they drop at the hex :) That's what I am going to implement (commander cards and similar) for the Tutorial '50s series.

Klink, Oberst


I like the concept of the die roll....especially if playing PBEM.