Alexandra -> (12/20/2000 1:39:00 AM)
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I also have some U2R comments to make, as I've got 4 battles done so far. Now, to be nice, I'll give a spolier warning here, for those of you who haven't played it yet [img]http://www.matrixgames.com/ubb/smile.gif[/img]
Firstly, as others have said Wild Bill, awesome campaign. It's quite addictive, too [img]http://www.matrixgames.com/ubb/smile.gif[/img]
Now, onto comments, etc.
My TF, TF Archer, did well at first, with DVs at St Mere Eglise, and then again at Carrentan.
Then we went on to Berigny, where I got a draw. And I deserved that draw, too. Minefields killed 6 of my tracks early, and wiped out my battle plan. I adjusted, but, didn't have the speed to cover the map well, and only got two VHs. However, early in the game, a weird thing happened, twice, and I want to ask about it here.
On turn 2, and again on turn 3, one of my Sherman's - a different one each time - gained 99 suppression at the start of my turn somehow. Now, there were no nearby Germans, no arty fell on them, no one spotted them. While it wasn't a long term factor, it was disconcerting. Any one have any ideas why? Or how to avoid it in the future?
Now, my failure at Berigny led me to a breakout scenario - which, by the way, is a way cool idea! It's been my fave one so far in the campaign. For those of you that haven't played it, here's the deal. I needed to move my TF from the Berigny area, to a small town to the northwest, hold the Vhs there - which were by turn ones, and get as much of my TF off board through the town as possible.
I got a marginal here, which leads to my next question/comment combo - and this is not a criticism, it's more me trying to understand the mechanics of the game better.
Here's what happened. The scenario is 15 turns, my delay vs thier assault. Three exit VHs for me, 3 200 per turn ones in the village. I got the 3 by the turn ones on turn 5 or 6, with a small group, and set up a defense, while waiting for the main body of the TF to get there.
On turns 9 and 10 I stop a german infantry attack on the perimeter and on turn 11 the game ends. I think this was the case because they had no VHs and it was late in the mission.
However, in effect, what it did was deny me the chance for a DV, because I lost four turns at 600 VP/turn, plus whatever I got off map.
Now, I'm not complaining - the scenario is great, and I'd love to see more like it - but, I am curious as to how the early end problem can be nixed in that kind of scenario. One idea is to let them have a VH, and take it back late. I don't like that idea, though.
Another idea I came up with is to give the attackers, in that kind of scenario, an invisible, 0 point, VH. Any other ideas?
On a side note, I'm kinda curious what people use for OOBs in U2R, so I can compare with what I chose [img]http://www.matrixgames.com/ubb/smile.gif[/img] If anyone wants to post thiers, I'll post mine, too.
Alexandra
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