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  #21  
Old November 24th, 2013, 04:11 AM
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Default Re: #3 The Road to El-Arish

65 is okay I got a marginal, lost 2 Sherman's & did not risk capturing last 3 victory hexes.
AI has 20 vision so be wary.
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Old November 24th, 2013, 07:08 AM
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Default Re: #3 The Road to El-Arish

I would avoid scenario 73 I gave up after a few turns, facing superior armour & 5 Apaches.
Might try playing from the other side moving just the Apaches reckon you could get all the vehicles easy enough.
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Old November 24th, 2013, 08:11 AM
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Default Re: #3 The Road to El-Arish

The intent of scenarios like that is replay value. You are challenged to try to do better the second time based on what you learned the first time. That said if you are handed your head on a plate there isn't a lot of incentive to have that happen again but so much of that depends on the player, his experience and his "morale". However, there have been a huge number of changes over the years and it doesn't surprise me that some of them may need a tweak to get back to the original intent of the victory conditions. However, that doesn't mean every scenario a players loses needs adjustment but in this case I felt #3 did and it really wasn't much. I've put 73 on the list to investigate


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  #24  
Old November 24th, 2013, 09:11 AM
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Default Re: #3 The Road to El-Arish

[quote=jivemi;822977]
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Originally Posted by jivemi View Post
Yeah, but as we used to say in the US Army, close only counts in horseshoes and hand grenades :-). A loss is still a loss, but maybe a better player could win it in 12 turns. Pretty challenging though.



They're 10 and 11 turns respectively--the variant gives you more infantry and arty too--which IMO is asking the impossible, at least for #63 (haven't played #64 yet). Fourteen turns each might give you a fighting chance for an MV. And yes, I've already bumped them up on my own; just waiting for positional memories to fade before having another go. Wish me luck, I'll need it.
I'll admit that it's a tough,but does every battle have to be balanced?
More times than not there totally not equal or the avantange swings to one side or the other,depending on numerical or just plain skill of the commander,look at Alexander he was always out numbered but still won.
There is alot research done on historical battles to make them accurate as possible i'm sure,and sometimes you are lucky not to get a major disaster
I play it as it is most of time,adding more turns can make the difference,although not the way as the designer intended,but who's watching over you anyways
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  #25  
Old November 25th, 2013, 07:17 AM

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Default Re: #3 The Road to El-Arish

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Originally Posted by Imp View Post
65 is okay I got a marginal, lost 2 Sherman's & did not risk capturing last 3 victory hexes.
AI has 20 vision so be wary.
Thanks for the warning. It's a delay so it should be easier, but I played #62 Kuneitra--a defend for the Israelis--and "only" got a marginal. The Syrians managed to grab a VH west of the trench but there was still enough point differential for the win.

So far out of about 15 scenarios I've only two DV's to show for it: #1 Obong-ni Ridge and #50 Kalilah. Kalilah is Blackard's first AIW scenario and it's an assault, but it seemed heavily weighted in Israel's favor. It may well be historical, since they didn't seem to need their reinforcements (unless the Jordanians overrun the AO who's hanging out on a proverbial limb).

Anyway MBT is really fun, not to mention demanding of the godlike commander's skill, flexibility, and crisis management .

@gila: No scenarios shouldn't have to be balanced. As you mention many historical battles were mismatches so this may be reflected in the game. Still, it would be nice to know sometimes if you're facing a seriously uphill fight.

Last edited by jivemi; November 25th, 2013 at 07:25 AM.. Reason: added message
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  #26  
Old December 20th, 2016, 06:59 AM

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Default Re: #3 The Road to El-Arish

Update--Finally got back to this venerable chestnut after an interval of 3 years. Still rather tough with 13 turns (3 more than the original) as it took two restarts and a reload on turn 4 in the last iteration after coming back cold from a real-life interruption. Very rewarding though to finally get into the chicken coop after a nerve-wracking desert end-run. Final score 2271:616 despite the loss of 3 tanks, 4 APCs and the usual sacrificial lambs.

Enclosed are some saves for illustration. Cheers and happy holidays!
Attached Files
File Type: rar el-Arish T4.rar (58.5 KB, 29 views)
File Type: rar el-Arish T8.rar (66.1 KB, 29 views)
File Type: rar el-Arish T12.rar (73.7 KB, 28 views)
File Type: rar el-Arish T14.rar (67.6 KB, 29 views)
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