Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Lancer's officer mod

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Lancer's officer mod Page: [1]
Login
Message << Older Topic   Newer Topic >>
Lancer's officer mod - 6/21/2013 9:25:27 PM   
No New Messages
pzpat
Matrix Trooper


 

Posts: 78
Joined: 9/16/2003
From: California
Status: offline
I like it a lot. Probably won't play ATG without it, and if I get used to it I'll go to the other mods. Some observations from my first game using the mod. I am towards the end (52 VP's of the necessary 68) of a 4-opponent game on an X-large map.

The officers' cards are cool. The "ULTRA" card lets you seen enemy units on any one hex on the map. I just don't understand why reading intelligence reports would incur a chance of injury or death. Haven't been able to use "Organize Wargames" yet. The "Command Focus" card would better the relationship between a higher and his lower commander if I could get the card to work, but it hasn't in the 20 or so times I've tried it. No HQ becomes highlighted. And assigning a risk of injury or death equal to leading a charge, to such a peace offering, seems a little out of place.

The Supreme Commander acquires experience4 points partly depending on the number of HQ's under him. If he has too many HQ's, that number lessens. That works fine on smaller maps, but not on larger ones. I have 7 HQ's. My quota is 8, but if I get an HQ without an officer there's a 10 AP penalty. My command quota is 12 officers. I've had to hire 14 because of premature commander deaths and the dismissal of the 2 worst of the worst. I got a reprimand for stealing officers from other fronts. Two questions: 1- I'm the Supreme Commander--who's reprimanding me? And 2- What other fronts? This is the map of the world, and I'm doing all the fighting.
The numbered HQ's of my opponents that I have identified are up to 25, 29 and 31, plus the HQ's named after places, while I have my 7. Many more than half of my troops are fighting outside the areas of HQ influence, and it's difficult and expensive to reinforce them. I think that HQ quotas should be refigured to take into account the size of the map.

Lastly, leaders who become involved in heavy fighting acquire experience points faster than the Supreme Commander until they outrank him. Then he loses more points. To avoid such loss, I've had to swap him out a couple of times.

I really do like the mod, but it could use a little fine tuning. Anyone have any answers?

Pat
Post #: 1
RE: Lancer's officer mod - 6/22/2013 1:17:11 AM   
No New Messages
lancer
Matrix Legion of Merit


 

Posts: 2963
Joined: 10/18/2005
Status: offline
Hi Pat,

quote:

The "Command Focus" card would better the relationship between a higher and his lower commander if I could get the card to work, but it hasn't in the 20 or so times I've tried it. No HQ becomes highlighted. And assigning a risk of injury or death equal to leading a charge, to such a peace offering, seems a little out of place.


The Command Focus card can only be played by your CIC (officer in charge of your Supreme HQ). Additionally your CIC can only play it on subordinate HQ's if they are commanded by an officer and have one or more staff present.

The base level of risk is set to the lowest rating (injury 10%, death 3% - charge risks are much higher) but it represents your CIC getting in a plane and visiting the subordinate HQ in person. A little difficult to inspire somebody by remote control over a radio link. Planes also, on occassion, fall out of the sky, get shot down, crash land, etc.

quote:


The officers' cards are cool. The "ULTRA" card lets you seen enemy units on any one hex on the map. I just don't understand why reading intelligence reports would incur a chance of injury or death.


Intelligence gathering can be hazardous at times. Dark alleys, trenchcoats, dangerous redheads...

quote:

I got a reprimand for stealing officers from other fronts. Two questions: 1- I'm the Supreme Commander--who's reprimanding me? And 2- What other fronts? This is the map of the world, and I'm doing all the fighting.


The mod assumes that, while you might be in charge, you're not god. A good analogy would be the German High Command in WW2. Yep, you might be in charge of the Eastern Front but there are other fronts and that funny little bloke with the moustache is at a higher level than any of you.

The analogy doesn't hold water if you're playing on a giant map of the known world with map looping in effect (what other front is there? Mars?) but it's not possible to cover all permutations so I've taken a position similiar to the above where you are, in a small way, answerable to a higher authority.

quote:

I think that HQ quotas should be refigured to take into account the size of the map.


The idea of the command quota is that your CIC needs to grow into the job and that you're going to have to work your way through a period where you don't have enough HQ's to go around. That's a deliberate decision on my part to create interesting decisions and to place a higher value on officers with experience. Eg. General Wally might not be the greatest commander but he can handle 'x' amount of subordinate HQ's while Major Brilliance can only manage half that. You'd love to fire 'ole Wally but all that experience...

Having said that I don't play on really big maps myself so I have a bit of a blind spot in that area. Some tweaking might be in order.

quote:

Lastly, leaders who become involved in heavy fighting acquire experience points faster than the Supreme Commander until they outrank him. Then he loses more points. To avoid such loss, I've had to swap him out a couple of times.


Once again, deliberate. Also historical. Successful field generals were always a threat to the CIC. Hail Ceasar!

Cheers,
Lancer




(in reply to pzpat)
Post #: 2
RE: Lancer's officer mod - 6/22/2013 3:36:40 PM   
No New Messages
Tac2i
Matrix Elite Guard



Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
I would second that the HQ allowance, especially at start, needs to scale with map size. I like the idea of scarcity but map size needs to be taken into account.

_____________________________

Tac2i (formerly webizen)

(in reply to lancer)
Post #: 3
RE: Lancer's officer mod - 6/28/2013 12:44:13 PM   
No New Messages
lancer
Matrix Legion of Merit


 

Posts: 2963
Joined: 10/18/2005
Status: offline
Hi,

I've uploaded a new version of the Enhanced Mod Suite that scales HQ allowances for map size and number of regimes. More info here...

Version Upgrade Notes

Cheers,
Lancer

< Message edited by lancer -- 6/28/2013 12:52:12 PM >

(in reply to Tac2i)
Post #: 4
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Lancer's officer mod Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.031