baltjes
Posts: 59
Joined: 7/21/2007 Status: offline
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Hello Huib, The only 'idea' behind so many turns is that - in reality - it took some time from the initial landings till the start of operation 'Epsom'. Indeed, such a long scenario implies that many units do not see much movement during quite a lot of the turns. But isn't that the fate of any soldier, even in wartime? Most of the time is spend on waiting. Waiting for orders, waiting for food, ammo, fresh laundry, letters, etc. etc. This does not mean, however, that you have to few units to move each turn (don't be afraid of that!). If you want hot action, all over the place and every turn with all your units, yes, then the scenario is boring. But please take in mind that new units will enter and must find their way up to their (front)positions. Exhausted (disrupted) units have to recover. Patrols have to send out to see what the enemy is doing. Large units have to be repositioned. But above all, many units have to be moved many, many times in order to restore cohesion (supply and command). After a few 'wild action' turns, you will find your units scattered all over the place with all the negative consequences of that. And with a large area of terrain and large numbers of units, this will soon give quite a mess, taking quite a lot of units to restore before an other fight can be fought. This, especially, discriminates huge scenario's like 'Overlord' from the 'normal' ones (about 20 -30 turns), and makes another class of 'great' scenario's, at least for a lot of people. By the way, I just give my scenario's 15 minute-turns during day time, about 30 minutes in dawn/dusk and 1 -2 hours during night. So, night is ideed mainly ment for resting and recuperation. If players want the night-visibility have fine tuned, they are encouraged to do so by changing the .btl file. In this respect, some 'authors notes' in which this procedure is explained, are missing with the scenario. Greetings, Hajo
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