Cpl Uhl
Senior Member
And as I was the Japanese, indeed it was fun!Balance is an illusion. Fun scenarios are a reality.
And as I was the Japanese, indeed it was fun!Balance is an illusion. Fun scenarios are a reality.
You sense correctlyI'm sensing some issues.....
not necessarily.Balance is an illusion. Fun scenarios are a reality.
Good luck with your project. I always liked games that gave you options or let .you buy or bid. Fun stuff!!I'll try to explain the idea behid : it's a very special SSR to decide sides AND Victory conditions at once.
this is easily explained through an example taken from one of the scenarios I'm playtesting:
Victory Conditions: The Romanian Player wins if he exits off the East edge on/between 57Y10 and 57I10 at least as many Squad Equivalents he bid for (See SSR 2).
Well, SSR2 shows the terms of the bid and of the objective.
SSR2 To determine sides each Player secretly bids the number of Squads Equivalent he believes can exit off the East Edge on/between 57Y10 and 57I10 playing as Romanian. AFV Crews do not count. The higher bidder takes the Romanian side. A dr will decide sides in case of a tie. The bid number must be > 4 and < 10.
possibly an accurate balance could set the number at 7 or 8 as thousands of "ordinary" scenarios do. But with this rule the players can challange the opponent bidding very high or very low to try to play one side in particular. It's also a good way let players to bid appropriately to their skill as attacker or as defender and play the game they prefer.
not counting the fact the scenario cannot be unbalanced because if playings shows that 7 or 8 are too many squads for the Romanian, for sure 4 or 5 will be perfect.
I think David Allan Coe already did that one.Add a few chords to that tale, and you've got a solid gold country song.
Yes, this is the SSR I like: Armor Leaders should be able to modify repair attempts.nice....possibly affecting weapons repair as well?
What do you think of this:My one would be friendly side may move through their minefields to no effect .
On second thought.....<shrug> After 10 years in the oil fields I learned that the tendency to drop and/or lose small mechanical parts is impervious to the affects of leadership?Yes, this is the SSR I like: Armor Leaders should be able to modify repair attempts.
It has been a while since I looked at them, but aren’t casualty VPs higher with a crew for an elite tank type of crew?SSR: All AFV crews that survive a CS DR are under recall and must move/advance/rout toward the closest friendly board edge and exit once they are adjacent to it.
The nonsense that a crew comes out of their Panzer with a faust or takes a victory building is not what they are supposed to be able to do. Crews are way too valuable to waste in nonsense tactics that often gets them killed. ASL Gameiness that is not at all right.
Vic, I absolutely agree!SSR: All AFV crews that survive a CS DR are under recall and must move/advance/rout toward the closest friendly board edge and exit once they are adjacent to it.
The nonsense that a crew comes out of their Panzer with a faust or takes a victory building is not what they are supposed to be able to do. Crews are way too valuable to waste in nonsense tactics that often gets them killed. ASL Gameiness that is not at all right.
Only in the real world, which ASL is not.The notion that 3-5 highly trained AFV crewmen (or 2 in the case of the L3 or Pzkw I) possibly armed with pistols and maybe a submachine gun would seek to hold a victory condition building location or choose to guard prisoners rather than return to their original formation is utterly preposterous.
I looked in the index and it isn't actually defined as far as the game is concerned.....ASL is not the real world.......? Where did we go wrong?