Hunpecked -> RE: Choosing units for campaign games? (6/6/2004 2:44:29 AM)
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Tequila, I agree, though the StuG's price is attractive I still prefer the flexibility of a tank in most situations. I haven't had much experience with the StuH; I think I'll try it out in the city scenarios. Thanks for the advice. As for my own core force, that's a long story. Before playing the Melvin/Richards Stalingrad Campaign I checked it in the campaign editor and discovered that the total replacement points amounted to more than twice the initial core allotment. Figuring my AUX forces could soak up most of my losses, I designed my initial core for substantial upgrades. My "final" core was to be a medium Panzer Company (Pz IVf2), two mech Panzergrenadier Companies, an FO, and some SP mortars and artillery. That meant I had to start out with a force that was about half Kuebelwagens (KW), which is why it seemed to me that your core was short of KWs. [:)] Given the limitations of the unit purchase routine, it was quite a chore substituting KWs for all the units I couldn't afford while still maintaining platoon organization and leaders, etc. After considerable gymnastics (buy to the limit, sell a little, buy, sell, reassign, reassign, edit...) I got everything the way I wanted it. Unfortunately, my composite edited-from-hell force confused Campaign Watcher and WAWed no end, which would have made it difficult if not impossible to follow the campaign as I wanted. [sm=Christo_pull_hair.gif] So I tried a different approach. I took a copy of the switch scenario (the dummy one to go inside or outside the pocket) and stuck it at the beginnng of the campaign with plenty of "replacement" points. I gave myself unlimited purchase points and bought my entire "final" core force at the beginning. Then after "playing" the dummy scenario I used the replace/upgrade phase to cut my core down to the Melvin/Richards level while preserving the "final" organization. Campaign Watcher was happy, WAWed was happy, and I was happy. [:D] <-- Me I also discovered advantages I hadn't anticipated. I upgraded my A0 to a Pz IVf2 and saved 94 (count 'em) points for other buys (I have always hated wasting 200 @#$% points at the beginning of a campaign for a unit I'm going to upgrade anyway). I also substituted regular infantry squads for the MMGs (too fragile) and saved a few more points there. The disadvantages of course include the effort to edit the campaign and the loss of experience with the unit substitutions and downgrades. Overall, however, this is such a slick way to pick a core that I may try it with other campaigns. [sm=00000436.gif] So to make a long story short (too late), I started with a Pz IVf2 A0, a Pz IVf2 Company at under half strength, two mech Panzergrenadier Companies without transport or SP AA, 6 additional SdKfz 251/2 mortars, a mech FO, and a horde of deadly Kuebelwagens. [X(]
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