PBEM advance mission advice (Full Version)

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Whitmire -> PBEM advance mission advice (11/26/2007 10:03:01 AM)

I'm starting a battle with a friend of mine, and this time we're doing something different. We've played numerous Meeting Engagaments, but since this one is an Advance mission, I thought I'd ask for some advice here.

The battle will be SOV (me) vs GER (him) set at 3000 / 2000 points on a medium map. The date is 7/43, so we'll be battling in the Kursk salient. The Soviets are advancing on German-held positions (we randomized the mission and the attacker, so this is probably a counter-attack). We're using Steel Panthers 8.403 Enchanced DV.

My question here is: how many turns would you allow the attacker in a fight like this? We normally fight 2000-3000 point Meeting Engagements in 15 turns. However, both of us wish to know the exact number of turns, so that the game doesn't drag too long (a Meeting Engagement of 15 turns lasts about 2-3 weeks at our rate). Since we have little experience of Advance missions, save what I learned when I played the Steel Panthers mega-campaign back in 1990+, I thought I'd ask for your opinion before we commit ourselves to something that lasts for one or two months and provides little enjoyment.

From my experience, some 20-25 turns sounds about right to me, but is it enough (especially if we choose only 20 turns)? Also, do you have other rules for PBEM? This is the first time we'll be using fortifications too (mines, dragon teeth, barbed wire), and I have a feeling I'll have to wade past a sea of them!




Korpraali V -> RE: PBEM advance mission advice (11/26/2007 12:40:13 PM)

0-25 turns should be a good solution. That lets the attacker plan his moves but not too much. In the Depot Academy Combat League we've had a rule of delaying player using max 2% of his points as build points. Naturally engineers may lay more as much as they can. IMO that's been a pretty good percent keeping the attacker on his toes but not really deciding the battle. It also forces the delayer to try to read the map and the opponent's mind in order to place few mines into right places. In delay you are not expected to have too much mines because you are on the move. But seeing a T-34 blowing up by well placed mine is always a nice surprise to give, but not to have [;)]





Whitmire -> RE: PBEM advance mission advice (11/27/2007 8:59:31 AM)

Thanks, Korpraali! I'm looking forward to the new challenges ahead (but my men aren't).




Oldguard1970 -> RE: PBEM advance mission advice (11/28/2007 9:44:37 PM)

I suggest 25 -35 turns.  That gives enough time for maneuver and reaction.   Yes, that means the attacker can be more cautious and clever, but that is why I play against humans.  If I want to see what happens when the attacker has to rush forward into my lines of fire, I just play the AI.

Korpraali makes a good point about limiting initial mines. 

Have fun!





Korpraali V -> RE: PBEM advance mission advice (11/29/2007 4:51:13 AM)

quote:

ORIGINAL: Korpraali V
0-25 turns

Oops... that should be 20-25... hehehe

quote:

ORIGINAL: OldGuard1970

I suggest 25 -35 turns. That gives enough time for maneuver and reaction.


That's also true. The basic line is that bigger map and more points always means more turns needed. Otherways it's a matter of taste... and negotiations. [:)]




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