Alexandra
Posts: 546
Joined: 12/7/2000 From: USA Status: offline
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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
Firstly, as others have said Wild Bill, awesome campaign. It's quite addictive, too
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 If anyone wants to post thiers, I'll post mine, too.
Alexandra
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"Tonight a dynasty is born." Ricky Proehl, then of the Saint Louis Rams. He was right! Go Pats! Winners of Super Bowls 36, 38 and 39.
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