JEB Davis
Posts: 443
Joined: 12/27/2005 From: Michigan, U.T.B. Status: offline
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ORIGINAL: DROregon Thanks, JEB Davis. That' what I've started to do. I've now played one old Wild Bill scenario (# 75, A Deadly Trap) about twenty times. I'm still trying to figure out a few things: 1. Where to set the objective Red Flag for the Higgins Boats? As I lose order points, they stop moving / ferrying back and forth from the beach to the drop-off point. 2. After the Inf Sqd takes the Vic hexes, should they be switched to Defend? I know this will give them a defensive benefit to delay the emeny, but then I can't switch them back to advance to the shore for their turn to escape. Are these the normal challenges with C&C? Wow, I can't ever play a scenario more than once myself 1. I haven't played that one, but yes, ferrying like that would be a challenge. I would try to pick a hex for the red flag that is roughly 1/2 the boat's movement distance from the beach. Then you can run your boat to the hex just seaward of the flag on turn X, then with one click send it to shore, unload it, then it can go back out to sea toward the flag. Of course, if it gets fired on during that move it will be a problem because it will stop. You will end up burning lots of orders for maneouevers like that. 2. Since switching to defend makes the unit stop and seek cover, it might be a good idea. If you get the whole platoon to their positions and then switch them all to Defend mode using the Plt.Ldr. at once it will only take 3 orders. They will have to stay in Defend until the orders replenish. Yes, these are normal challenges. One difficulty that frustrates me is a scenario that was designed without any consideration for C&C, with squads scattered all over out of contact with their leaders... and NO radios. Makes me wanna scream! Designers... keep C&C in mind please
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