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075- A Deadly Trap-42 (WBW)

 
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075- A Deadly Trap-42 (WBW) - 3/12/2004 11:53:20 PM   
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mine_field
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I noticed this scenario doesn't have a text file. My real problem though is with the design. As mentioned elsewhere, due to a bug the Higgins boat can only load one infantry unit at a time. With 10 units and 3 boats, there is a real time crunch to get the beach clear of marines. Sometimes I can't make the whole return trip in one round. Since some units only have 4 men, I'm assuming WBW was planning on putting more than one unit into the boat at a time. A quick fix would be to put the Victory Exit Hex on the beach rather than out at sea (forcing us to transport the units out there).

I am using v8.0.

The bug is as follows:

Normally, one loads a unit into another unit by selecting either unit, hitting the load button, and then selecting the other unit. Selecting the passenger first is called 'pushing them in' while selecting the transport first is 'pulling them in'. If you want to load more than one unit into a tank, you must move the second infantry man into the same hex and push them in by selecting the infantry and pressing load and then selecting the tank. The problem occurs with ocean going transports. They can only pull units in from adjacent hex's because infantry don't like to get their feet wet, and they won't 'push' in from one hex away. If you try to pull a second unit, you just spit out your first.
It is easy enough to get past the bug in human deployment or editing mode, but it is a real pain when you are ferrying troops in game with a Higgins Boat, LCP, or the like.

< Message edited by mine_field -- 3/12/2004 4:57:21 PM >
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RE: 075- A Deadly Trap-42 (WBW) - 3/13/2004 12:01:51 AM   
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Resisti
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Here you are your text :)
There were few scenarios without text, in 8.0, but all will be restored, with 8.2.

As for the scenario, I'll leave somebody else to reply.

Attachment (1)

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Federico "Resisti" Doveri

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RE: 075- A Deadly Trap-42 (WBW) - 3/13/2004 1:10:52 AM   
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John David
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Thanks for the file Resisti !

JD

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RE: 075- A Deadly Trap-42 (WBW) - 3/13/2004 3:56:01 AM   
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mine_field
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Thanks very much for that file.

I'll answer myself regarding the scenario.
"You're a newb and that was one of the first scenarios you tried. I don't blame you for not thinking you had enough time since you didn't read the document, which explained that was the whole point of the mission. Drop the issue, the scenario is fine."

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RE: 075- A Deadly Trap-42 (WBW) - 3/13/2004 3:34:53 PM   
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Resisti
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quote:

ORIGINAL: mine_field

Thanks very much for that file.

I'll answer myself regarding the scenario.
"You're a newb and that was one of the first scenarios you tried. I don't blame you for not thinking you had enough time since you didn't read the document, which explained that was the whole point of the mission. Drop the issue, the scenario is fine."

Well, I didn't want to tell it myself, but you got the point

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RE: 075- A Deadly Trap-42 (WBW) - 3/31/2004 5:53:45 PM   
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Wild Bill
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Sorry about the lack of text, MineField. I do love this scenario. Timing is the kay as you have said and I hope you tried it again and were successful.

WB

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Wild Bill Wilder
Independent Game Consultant

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RE: 075- A Deadly Trap-42 (WBW) - 3/31/2004 6:47:43 PM   
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Major_Johnson
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quote:

ORIGINAL: mine_field

I am using v8.0.

The bug is as follows:

Normally, one loads a unit into another unit by selecting either unit, hitting the load button, and then selecting the other unit. Selecting the passenger first is called 'pushing them in' while selecting the transport first is 'pulling them in'. If you want to load more than one unit into a tank, you must move the second infantry man into the same hex and push them in by selecting the infantry and pressing load and then selecting the tank. The problem occurs with ocean going transports. They can only pull units in from adjacent hex's because infantry don't like to get their feet wet, and they won't 'push' in from one hex away. If you try to pull a second unit, you just spit out your first.
It is easy enough to get past the bug in human deployment or editing mode, but it is a real pain when you are ferrying troops in game with a Higgins Boat, LCP, or the like.


Yo MF (sorry, just couldn't pass it up! )
I posted a thread a while back on the whole loading multiple units on landing craft thing. Versions ago you used to be able to load from an adjacent hex, but for reasons of hexes equaling 50 yards, (and theoretically men would be possibly jumping 100 yards to load) the powers to be at the time decided it would be more realistic to have the units within the same hex to be able to load. They either didn't consider that this would do in the case of landing craft or didn't care. It's one of my hopes that this could get addressed at some point. I had some success in messing with the oob's ( uh! there's that bad word again!!) and giving the landing craft some land movement, but then that hardly looks realistic too! Personally I would just go back to having the ability to load from an adjacent hex.

I played a Stalingrad scenario as the Russians and this configuration had a direct affect on the outcome, as I had tons of infantry and tanks that had to be (unrealistically I might add) ferried one at a time across the river. The game was kind enough to give me draw out of it, but in reality I got my ass kicked. And most of my reinforcements never made it into the battle.

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RE: 075- A Deadly Trap-42 (WBW) - 4/7/2004 3:02:53 AM   
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Wild Bill
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Fortunes of war, so fickle and unpredictable, both in gaming and in the real thing!

WB

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In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to Major_Johnson)
Post #: 8
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