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The V+ button - 12/4/2000 8:44:00 PM   
David F. Wall

 

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I'd like to ask a couple of questions about this. One is purely technical. Is it possible to set a side's units to a percentage higher than 100? (I'm aware that one could achieve this effect by playing some games with the math) but I was wondering if it were possible to do directly. Two is a question for scenario designers. Under what circumstances have others found the use of this button to achieve a battlefield effect they're looking for?

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- 12/7/2000 5:49:00 AM   
Don

 

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Hi David, I was hoping someone more learned than me, like WB or Redleg would respond to this, but I'll take a crack at it. This deals only with the "V+" button, as I have no idea about the other question. As you have probably found out, dealing with V-hexes is one of the trickier things in scenario design. Stacking them (or not), when to have them appear, and for what value is all part of fine tuning the gameplay. I believe in using the V+ button to give high enough values so that they will have a definite impact on the final score. Some guys will have V-hexes with 30-50 end-of-game values, where I like 200-500 e-o-g values. I have also used the V+ button vigorously trying to overcome the effects of using exit hexes. They award so many points to the defender that if you don't give high enough values on V-hexes elsewhere the player cannot win. I have also seen designers have highly different V-hex values on various parts of the map, forcing you the player to decide what will be your primary and secondary objectives. But probably the greatest "battlefield effect" I've seen has come from the use of point-per-turn V-hexes. If you have a 500 pt. end-of-game V-hex 30 hexes away you can take your sweet time getting there, but if you have the enemy sitting on 10 50 point-per-turn hexes, you have to use ALOT more speed to get there. WB is currently using these to great effect in his campaigns. I often want to take my time and methodically work my way to the V-hexes, but I can't because Ivan is piling up points! I hope this helps you, and please ask any specific questions you may have. Don

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Don "Sapper" Llewellyn

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- 12/7/2000 8:04:00 AM   
Wild Bill

 

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FIne answer, Don. Nothing to add here. You've covered it well, I think...WB ------------------ In Arduis Fidelis Wild Bill Wilder Coordinator, Scenario Design Matrix Games

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Wild Bill Wilder
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- 12/7/2000 11:13:00 AM   
Flashfyre

 

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The other aspect to using the V+/V- buttons is to adjust the points per VH based on the size of the scenario. In other words, if you have a small battle (say, 2000pts or less per side), the VH points can be adjusted down to offset the lower points gained from unit kills. Likewise, in a large battle (10,000pts or more), you need to have high VH values, or else most of the points gained after battle come from kills, and not the gaining of VHs. This is akin to destroying a majority of the enemy forces (Marg/Dec victory) but failing to accomplish you objective (take/hold terrain features). Realistically, no combat leader worth his salt would be happy with massive kills by his subordinates, but giving up ground in exchange (except in rare cases where enemy attrition is the key). In both cases, the values assigned to the VHs should make them the prime focus in the battle.

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The Motor Pool http://www.geocities.com/aurion_eq/index.html?976419304550 [email]kmcferren@onemain.com[/email]

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- 12/7/2000 8:51:00 PM   
David F. Wall

 

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"Soldier, you gotta be specific when you're talking to HQ." I appear not to have phrased the question correctly. I know what the buttons to edit victory conditions do, though you were all kind to provide the enlightnment. I'm talking about the gray button labeled V+ on the deployment screen in the editor. When you pass the mouse over it, a message box comes up indicating that one can modify the victory cost of the deploying side's units. Between that and the dialog that comes up when you actually press the button, it appears that you can cause a side's units to contribute only a fraction of their normal victory points in increments of 10 to 100 percent. Given that, my questions are: 1) If you were to supply, say, 110 in answer to the dialog box, would the affected sides units begin contributing more than their cost in victory points when they were eliminated? 2) Have any scenario designers ever used this control, and what battlefield effects were you looking to achieve by doing so? DFW

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- 12/8/2000 11:18:00 AM   
Flashfyre

 

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Ah, Kemosabe.....you speak native tongue now. I believe that button allows you to change the percentage of a unit's "value" for purposes of victory point calculation. So, if you have a large game, but want the point totals for units destroyed to be small, you change the VP value of the units to less than the default, 10. For example: GE HQ-base value 127x1=127pts if destroyed V+ set to 1: 12x1=12pts V+ set to 100: 1274x1=1274pts V+ set to 50: 635x1=635pts (read these as 1.0, .1, 10.0, and 5.0) The multiplier changes the base cost, making the unit more or less valuable. This changes the entire side OOB, not just one unit. As for scenario design, it looks like another tool to set and balance victory points, like the VHs.

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The Motor Pool http://www.geocities.com/aurion_eq/index.html?976419304550 [email]kmcferren@onemain.com[/email]

(in reply to David F. Wall)
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