Supply radius=1 correct in Barbarossa41? (Full Version)

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erigra -> Supply radius=1 correct in Barbarossa41? (10/10/2006 11:33:03 PM)

Hi!
I just fired up the Barbarossa41 scenario (the one under Classic TOAW), as the Axis and was surprised to find that the supply radius was very low. My base supply level would be 25 on rail and main roads, but drop to 6 (25%) in adjacent hexes. So I checked the editor, and yes, an event is setting force 1 supply radius to 1 hex. [&:]

I find this a bit harsh on the german supply situation, any thoughts, is this a mistake in the scenario? (Brian Topps scanrio under WW2-east Front, has the same radius set to 10 hexes, btw)

I do not have any experience in scenariodesign myself, so any suggestions on what the correct radius should be would be most welcome.






JAMiAM -> RE: Supply radius=1 correct in Barbarossa41? (10/10/2006 11:49:31 PM)

That is indeed the "correct" value, but whether it is indicative of a good design choice is an entirely different matter...[;)]

There is a lot in this scenario that can be improved on, which is a good thing for scenario designers, and budding scenario designers.





erigra -> RE: Supply radius=1 correct in Barbarossa41? (10/11/2006 11:29:57 AM)

Are you saying that Matrix Games left some badly designed scenarios in the game on purpose? I thought they reworked all the scenarios before this release?

A design choice that limits the attacking force to staying on the railheads for the most part, even during clear weather at the start of a planned campaign, doesnt seem very good to me, so I changed it to 7.[8|]

With the phrase "correct" I was actually wondering what range you should expect supply to spread from the railheads, parameters being; germans, in russia, clear weather, 1941. I think the manual generally says 4 to 25 hexes depending on map scale, so a number in kilometers would be good.





golden delicious -> RE: Supply radius=1 correct in Barbarossa41? (10/11/2006 9:09:36 PM)


quote:

ORIGINAL: erigra

Are you saying that Matrix Games left some badly designed scenarios in the game on purpose? I thought they reworked all the scenarios before this release?


They did not. Some designers may have modified their work for the release. Any other changes were only to ensure functionality (though even that seems to have been lost in some cases, as we're now discovering).

Anyway, I'd have to see what the effect of this is in practice, but I suspect there are far more questionable design decisions in there.




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