RolandRahn_MatrixForum
Posts: 588
Joined: 3/18/2001 From: Beloit, USA Status: offline
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Hi Voriax, first of all: Thank you for the feedback. [QUOTE]Originally posted by Voriax [B]Roland, a few comments/complains. :o First, I think your setup areas are way too small. Especially in the 5th and 6th battle (5th: ammotrucks+ exit hex, 6th: hill with plenty of victory flags in the NE corner) [/B][/QUOTE] Well, the victory hexes in the NE corner are only necessary for a big victory. However, during playtesting I quickly learned that a real japanese defense of that hill would make it *very* difficult, so I erased the infantry defending this hill (it is now only defended by bunkers, AA guns & caves (no infantry)). [QUOTE]Originally posted by Voriax [B] Also you have positioned the Japanese troops too close to my setup lines in both of these scenarios, I spotted first Japs while setting up troops. I assume this wasn't your intention? [/B][/QUOTE] Yes, the main problem is when the computer pre-places all USMC units on the eastern edge of the map (on places were the player can't place units), they can spot some japanese units in the south. [QUOTE]Originally posted by Voriax [B] And you might reconsider infiltrations and putting those units as standard reinforcements arriving on turn xy. For example, if the 4th and 5th battle Jap headquarters never arrived on map! [/B][/QUOTE] In the 4th battle, the HQ unit ruined the game. Reason: The HQ has morale/experience 200, so it is impossible for the Japanese more to break. If the HQ is on the map, the player destroys it, takes all victory hexes and inflicts serious casualties on the Japanese, the Japanese force moral breaks and the game ends (Japanese morale broken & all victory hexes taken). And the player loses, because at this point, he has no troops exited via the victory exit hex. :eek: Even if you have plenty of time left, even if you annihilated everything that could disturb you using the road, even if the road is undamaged and you have 20 turns left, you loose. In the Alamo-scenario I did the same thing: The HQ has morale/experience 200 and never enters the game - otherwise the Japanese morale might break ynd the game would end too soon. Looking back, it might have been wiser to place a Japanese victory hex that can't be recaptured on the map. [QUOTE]Originally posted by Voriax [B] And in the 5th fight majority of ammo trucks arrived on turn 25 (I think, didn't write it down). This made it very hard to exit them, as even with no enemies around I would have had only few turns to spare. [/B][/QUOTE] They arrive on turn 26. It's a challenge to get even those trucks through that arrive so late and it depends on the condition of the road and how many japanese troops are still able to fire at the road. If the player uses too much artillery, the road is damaged too much and the trucks will have difficulties reaching the exit hex. The player should open the road - I should have noted in the scenario introduction that the road shouldn't be damaged too much or I should change the scenario length from 50 to 60 turns... [QUOTE]Originally posted by Voriax [B] Not a bad campaign so far, on the whole. The Alamo was gruesome..did I mention I have 4 flame tanks in my core? :) In that battle I actually stopped using arty in order to get the Japs come to me faster..to be roasted. Oh, and the amount of caves in the 5th battle...hilarious :) Voriax [/B][/QUOTE] Thanks for the feedback (this will help me when I write my next campaign - prerhaps when Combat Leader is published :D) and I hope you will enjoy the next scenarios.... Roland
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