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  #11  
Old October 29th, 2018, 12:59 PM

PantherCub PantherCub is offline
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Default Re: New player: struggling to overcome entrenched enemies

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Originally Posted by zovs66 View Post
Historically, there is a thing called time. As a designer and a player, sometimes the time fact needs to put you in a squeeze. In the board game ASL you have a limited amount of time to obtain your objectives, based on the historical outcome/results.

So I am not opposed to time limits in scenarios or campaigns. Its part of the game.
I am not opposed to time limits per se. I just dislike that the time limit is very often tight in scenarios, which precludes the use of probing attacks and switching attack direction, which is advocated earlier in this thread. A tight time limit now and then is definitely OK and realistic, having it more or less all the time is unnecessarily constrictive IMHO.
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Old October 29th, 2018, 01:45 PM
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DRG DRG is offline
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Default Re: New player: struggling to overcome entrenched enemies

Well maybe you need to create a scenario and post it that utilizes all those aspects since the majority of scenario designers obviously don't.

OR.. you can find a scenario you think you might like but seems too short, forceing haste ....open it in the editor and change the game length to suit your playing style..it is really quite simple to do and all the tools are provided
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  #13  
Old October 29th, 2018, 09:43 PM

sigeena sigeena is offline
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Default Re: New player: struggling to overcome entrenched enemies

I'm somewhat late to the discussion but I would like to add some comments.

1. Time and Space has always been a big consideration in operations, so I think the reason for 19 turns is intended to simulate certain conditions. In this case, it's intended that you make the attempt through the road directly towards the town.

2. This scenario is great for teaching Battalion level tactics, as you have a rifle company for maneuvre and some mortars and howitzers for indirect fire. I would task organise such that most of the maneuvre elements go directly under the company commander.

3. CO's position and Arty prepared fires. To support the attack towards the town, I would place him where he's able to observe the trenchline as well as the hill in the centre. Smoke is the best way to move units forward quickly. All the prepared fires are spots which he can observe from his current position.

4. I would place the MGs near the CO. And though their max range is 1.2km, I prefer to use them nearer 900m as their accuracy improves. So I start them in their cav transport so that they can deploy quickly.

5. I would move the scouts to the treeline first and let them sit there before the rest of the company comes up. The company will move with the engineers leading, so that any minefields can be spotted and removed or moved around if necessary.

6. The company commander is kept close to the lead elements, so that if the engineers are under fire, there's extra commander to rally them.
Attached Images
File Type: jpg 01 Force Organisation.jpg (87.1 KB, 30 views)
File Type: jpg 02 CO's position and Arty Spots.jpg (86.5 KB, 27 views)
File Type: jpg 03 Turn 2 Contact.jpg (78.9 KB, 26 views)
File Type: jpg 04 Turn 3 Bunker spotted.jpg (84.1 KB, 29 views)
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  #14  
Old November 2nd, 2018, 11:44 AM

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Default Re: New player: struggling to overcome entrenched enemies

I will try to finish it again in the defined timelimit but good to know that ScenHack allows you to relax/remove the time limits. At least WINSP players have the luxus of doing so.

I also love to play the Combat Mission games (check out my channel for WINSP and CM games https://www.youtube.com/channel/UCeK...lVfNcAQ/videos) and especially the WW2 scenarios come often with brutal time limits aimed towards veteran CM WEGO players and the time limits are hardcoded here. As a real time player who sometimes gets slacky especially in big unit-count scenarios it can be sometimes stressful but I understand why it is this way.

Last edited by Aquila; November 2nd, 2018 at 11:52 AM..
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