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Specail Victory hexes - 7/18/2002 10:55:16 AM   
Baldrick

 

Posts: 28
Joined: 7/11/2002
From: The pretty good northwest
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I've played a coupla scenarios, specifically 'Tigers without Fangs' and a bit of a compaign involving the 'Rat Patrol'. Both involve VHs that cannot change hands once captured. Once the enemy sits on it what's the point of going on? Is there a way to prevent this? Both scenarios involve stealth and I admit I don't have the patience for that. Should I move my troops on foot 1 hex a turn? Kinda like DaVinci and his painting one stroke at a time. My troops and I will have grey beards by the end of the game.

Also on the Rat Patrol campaign. I have some British commandos and I have never seen a more limp wristed bunch a soldiers except maybe the French. They run at the word boo. I admit I'm a ham-handed player but I would expect a little help from my team.
Post #: 1
- 7/21/2002 1:46:50 AM   
RockinHarry


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The "non-recapturable" victory hexes gain the victory points only to those player who grabs them for the first time. That´s all in fact! Usually once identified you need to move your units as fast as possible to these victory hexes to gain the points.

At scenario start it´s always a good idea to examine all visible victory hexes on the map. The scenario intro text might give additional info on these hexes too,..depends upon scenario designer.

Have fun

_________
Harry

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Post #: 2
- 7/22/2002 1:53:26 AM   
Redleg


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There are several types of victory hexes and beyond that, they can be used in different ways.

Some, such as those used in Tigers Without Fangs, provide points each turn they are "owned" by one side or the other. Also, this scenario uses Exit hexes which grants points for units the reach these and exit the map.

(in reply to Baldrick)
Post #: 3
- 7/22/2002 8:13:44 AM   
Baldrick

 

Posts: 28
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From: The pretty good northwest
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I understand about VHs in previous versions of SP but still what is the point of continuing a scenario when the other side grabs the special VHs in the first turn. If my opponent has won before I even start why play? Or what do I need to do differently?

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Post #: 4
There are more ways to get points - 7/22/2002 2:25:31 PM   
Curieus

 

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One of the ways is to destroy enemy troops and material. And perhaps you do have to start over but be quicker..

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Post #: 5
- 7/25/2002 11:12:00 PM   
RockinHarry


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[QUOTE]Originally posted by Baldrick
[B]I understand about VHs in previous versions of SP but still what is the point of continuing a scenario when the other side grabs the special VHs in the first turn. If my opponent has won before I even start why play? Or what do I need to do differently? [/B][/QUOTE]

There are only 4 styles of Victory hexes (VH´s) that are of concern for any player:

1. Scores points at the End of battle: Means..only those player who owns this VH at the end of the battle gains the points. Example: VH is worth 100 points, player 1 is last owner before game ends, so he gains the 100 points once. Player 2 gains nothing (for this VH), even if he owned the VH some turn before.
This VH in fact can be captured and recaptured.

Standard VH to simulate key map points like hills, villages that must be held by games end to gain the points.

2. Scores points every turn: Self explanatory. Each turn that this VH is owned by one player it yields a set amount of points to the owning player...EACH TURN! Example: VH Worth 30 points, Game length 11 turns, Player 1 grabs VH and holds it for 5 turns, then the player gets 150 points at the end of the game (5x30). Player 2 also held the same VH for another 6 turns and gains 180 points (6x30)at games end.
This VH can be captured and recaptured.

This style VH is used to connect a key map point with a time factor. For example: "Hold VH as long as you can without taking to many losses"

3. Cannot be recaptured and scores points at the end of the battle. This is the "special" VH mentioned above. Usually the VH must be shown as "neutral" (white flag and "V") in order to work correctly. Only the first player who grabs this VH gains the set points at games end! CANNOT be recaptured!

This style of VH is used mostly to simulate capturing of certain installations or command posts, ect that are either considered destroyed after or..as said captured, once the VH is taken.

4. Scores points for units exiting (scenario map). In order to gain points by use of this style of VH, you need to move your units onto this VH and leave them there at the end of the current turn. Any unit left onto this VH gains the owning player 3 times of the units point value. For example exiting A0 unit on this VH, worth 200 points, gains 600! points just for this unit at games end.

Any non exited units at games end, awards the opposing player half of these units points value. Example: Player 1 has still non-exited units on the map at games end worth 2000 points altogether. Player 2 is awarded 1000 points for Player 1´s non exited units! (2000/2)

As can be seen, the player who has the Victory Exit Hex style VH on the map, generally needs to move as much of his units onto this VH to win the scenario. The opponent can win the scenario by preventing the other player moving (exiting) his units onto this VH, but always gains points for non exited units at games end.

________
Harry

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Post #: 6
- 7/27/2002 5:14:31 AM   
Major Destruction


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From: Canada
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And to add to RockinHarry's excellent explanation;
A scenario designer will often place a non-recapturable hex on the map in an exit game to prevent a player from simply moving all of his forces off the map without taking any casualties.

It forces the player to move quickly to take the non-recapturable hex before retreating off map.

In reply to Baldrick's concerns about Fangless Tigers scenario. Study the map!

You will find many dips where you will remain unspotted until the enemy are beside you. By concentrating your force you can easily deal with any attack.

Also this is an advanced map- a brilliant map. Fangless Tigers is one of the best scenarios of all time........IMO:D

Another great scenario in a similar theme is Brent Richards' classic; Dawn Reconnaissance. This one will test your abilities!;)

_____________________________

They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.

Julius Caesar, 57 BC

(in reply to Baldrick)
Post #: 7
- 7/29/2002 10:12:42 AM   
Tomanbeg

 

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From: Memphis, Tn, CSA
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Originally posted by Baldrick
[B]I understand about VHs in previous versions of SP but still what is the point of continuing a scenario when the other side grabs the special VHs in the first turn. If my opponent has won before I even start why play? Or what do I need to do differently? [/B]
How about a trap. Put a dime(pre-registared arty request) on the hex and a few more 3 hexes away. Then start blowing the hexes to dust. If your opponent loses 500 points taking a 100 point hex, you're ahead 400 points. Remember the side with the most points wins. Sometimes I've seen 30 point flags. That means they aren't worth taking unless you can get them without a fight. They aren't woth losing a lot of points over. So what is the difference between a 30 point hex that will switche when captured and a 30 point hex that won't? If you get a couple of companies wiped out taking or defending either, you screwed up.
T.(who is making this mistake again, right now. I've lost a Rifle Company and a PzIII Company fighting over 3 30 point flags. I'm going to lose the game, but When it's over I WILL own those flags. And I'm having a good time. Things like this are why I don't have any positive integers in the W column next to my name on the Blitz Ladder. But I do enjoy myself. If you are concerned about you W/L percentage, fight sneaky and get used to moving 1 hex when in doubt. Buy trucks and drop your legs off 10-20 hexes from where you want them to be. Scout, Scout Scout. Count points from the begining. When I'm being serious, I write down every unit I kill and take notes during the replay. But If you just want to have fun, fook the vistory flags, shoot and scoot).

_____________________________

"The 15th May, 1948, arrived ... On that day the mufti of Jerusalem appealed to the Arabs of Palestine to leave the country, because the Arab armies were about to enter and fight in their stead."
– The Cairo daily Akhbar el Yom, Oct. 12, 1963.
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Post #: 8
- 7/29/2002 11:29:45 AM   
G_X

 

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Joined: 7/7/2002
From: Atlanta, Georgia
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Usually if I play, I try to mix elements of what I want.

One of the "Take that hill, but only if you can do it without losing everything."

There are times though, say if an enemy's force morale is broken, and I need to take the Vhexes the rest of his guys are sitting on to finish the game, I'll throw as much as I think I can afford at it.

It's all in how you wanna play, I have some scenarios that I think I'm gonna make that are all about capturing the Vhexes...whoever has the Vhexes at the end of the game will probably win, no matter what. I think it's an interestin theory at least, and would be fun to test.

(in reply to Baldrick)
Post #: 9
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