Some "TST" info for you all to chew on.
Curious about what the Rd1 map SORT of looks like and wondering about it's possibile size & if your PC can handle it?
Check out the Operation Scenario "Sidi Nsir" and run a few hotseat turns as a test...:whist:
Don't say you haven't been warned! :devil:
Due to the number of teams 8-10 (up from the 2-4 I thought would be in it) the level of "moderation" will be greatly reduced from what I had planned on initially. :OHNO:
There will be NO break in between the rounds for adjustments & unit modifications.
Instead it will be as follows: Rounds comprising of Part A & Part B (with NO PAUSE) and turns will be "set" at 90. :surprise: (sort of how an operational scenario works) Watch those "useless" firefights = ammo drain.
The new "interesting" part is (drum roll please) you will NOT be told INITALLY how long each Part will last, nor what turn Rd 1 ends!! :crosseye:
Could be 10/20/30/40+ turns per. Part A could be 20 turns long & Part B could run 40.
You'll get roughly a 10 turn notiification before the Round ends: then all military efforts & priorities switch to another more critical sector.
Strategic Mission: You're simply be ordered to: "take that town etc ASAP." How it's done tactically is up to each team. Remember there will be no flags and victory / defeat will rest on how "well" each side accomplishes it's Operational Orders.
When "Part A" ends (whenever it is) the High Command (me) will look over your situation by Aerial Recon :laugh: & based on how well your team has accomplished it's goal(s) your team may get new Operational Orders on the fly = "Part B." (note- there are predetermined "accomplishments" I will go by etc)
New operational orders could be like:
1. Continue with current orders advance/defend/etc.
2. Continue but switch to new "objectives."
3. Completely switch orders: if on offensive go on defensive and defend... etc.
Also, Strategic Reinforcements are withheld/released based solely on each teams unique situation. Some teams may never get them, some may need "all" of them.
Curiously enough the ending of Part A will not be the same turn for bothsides... :nuts:
So- if your team has been attacking (you think the enemy is on the defensive?) & suddenly you're told to start defending you won't know if the enemy has been defending all this time or (be prepared for)... maybe they have been maneuvering instead all of "Part A" sucking you in to set up a counter-attack / trap & they don't need new orders for Part B. :devious:
There will be "Exit Zones" showing for each side, so you won't know if that's part of the enemys opeartional mission or not. Your orders "stop the enemy from exiting the map!" Sorry & too bad- the enemy's orders have nothing to do with exiting anybody, it's eliminating you!
Each games "action" will be determined by each team and few should be or feel the same. Hopefully the the MP games will turn out to be YOUR games.
BTW- as you can probably tell, by it's very nature Round 1 will most definitely be a design in progress, I hope it will at least be fun.
It also might be a real bit** but then, even some of "those" are exciting to play with!