TulliusDetritus -> RE: Head to Head Solo Campaign (7/4/2008 1:10:51 AM)
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Mr Boats, I have sent a PM (with the H2H tips), but er, it looks like you have disabled the "PM thing": I mean, you cannot receive PMs [8D] Well, I paste it here then => First of all, sorry if I haven't sent my tips before. I was busy and could not write this doc. Well, the first thing when you think about a H2H game. "Surprise, uncertainty are impossible". Obviously true. But I think there are some workarounds (at least it works for me). First thing: Operations. How to launch them and when? Here I follow a tip given by a contributor from these forums. Years ago, he said something like this (someone asked on the forums about H2H games): "let's say you want to start an operation. You will have to use a dice. The limit line: 4 weeks (this is arbitrary, you might say 5 or 6). On the first week you will have ¼ of possibilities of launching the operation; on the second week ½; ¾ on the third. If you fail each time then on the 4th week you AUTOMATICALLY launch that operation. Ok, so you launch an operation. Since you are in charge of both sides, you obviously know what's coming. Will you send your forces en masse to intercept the enemy? If you are the Japanese: NO. In order to react, FIRST you MUST detect the TFs coming (your patrol planes that is). If you are the Allies, I merely follow history. As you already know - I guess - the American code breakers cracked the Japanese codes. BUT after the death of Yamamoto (april 1943), the Japanese finally realized (quite late though) that the Americans were cracking such codes and therefore changed them. In other words, until april 1943, the Allies are aware of ALL the Japanese movements and CAN react = possibility of ambushes (à la Midway). Now we know how and when to launch operations and what the other side will be doing. So what about the engagements? We have obviously a problem here, as you will inmediately notice. Let's take a naval engagement. The Japanese send 4 DDs. But hey, the normal thing is: the opponent will try to send overwhelming forces! And since you know that 4 enemy destroyers are coming you might send (why not?) 2 CAs + 8 DDs! In other words, we have a serious problem here, since the passive side (the one which moves the second) naturally tends to send huge, superior forces. So here is my "solution". When you will be reacting (or "passive" player), you will have 3 possibilities (just use a dice): 1) you will send a relatively inferior force = 1 or 2 2) you will send a relatively similar force = 3 or 4 3) you will send a relatively superior force = 5 or 6 [needless to say, the "relatively inferior, etc." thing is indeed arbitrary, subjective. Just use common sense] In fact, you can apply this last rule to land and air engagements too. Let's say the Allies send one regiment to hex y. A dice will decide wether the Japanese send an "inferior (1 Bn?), similar (1 Rgt) or superior (2 Rgts or 1 Div?)" force or not. I guess you get the picture. Regards
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