Normandy Ninjas: Sneaky Ouistreham

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arcticpost
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Re: Normandy Ninjas: v1.3 Released

Post by arcticpost »

Once I figure out what you're talking about I'll be glad to do so.
jcb989
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Re: Normandy Ninjas: v1.3 Released

Post by jcb989 »

GottaLove88s wrote:I think your four tank traps in trees (and 10 in the road! ;-)) may just save your ass as the Krauts in our Carpiquet!... Not a good omen! :lol:
Yes. Our engineers studied at University the full four years before taking the field in honor of their Fuhrer, innovation my boy innovation is what was taught to them.
arcticpost
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Re: Normandy Ninjas: v1.3 Released

Post by arcticpost »

John, I've set a rematch with password: arctic

You might have already had working Engineers. For blowing up a wall, the first phase, you tap the hex in front of the Engineer and a little green "boom" icon will show. Otherwise tapping the Engineer will bring up the icons. So for clearing brush and making a path it's the same icon but a (1) and a (2) depending on which step in the process you're in. That's the bulldozer of course.

I keep screwing up the "boom" phase.

Anyway, I think that is explained correctly but GL will say if its not, probably with nicely cropped photos and all.
johntindall
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Re: Normandy Ninjas: v1.3 Released

Post by johntindall »

Thanks Col. Colin. I've re-downloaded so I'll pick up the rematch tonight. And I'll take this one much more seriously. Disclaimer: practice game only!
jcb989
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Re: Normandy Ninjas: v1.3 Released

Post by jcb989 »

arcticpost wrote: For blowing up a wall, the first phase, you tap the hex in front of the Engineer and a little green "boom" icon will show. Otherwise tapping the Engineer will bring up the icons. So for clearing brush and making a path it's the same icon but a (1) and a (2) depending on which step in the process you're in..
The only other important point is to tell you that the engineer unit cannot have moved first. So they are actions available before the spend other AP points.
arcticpost
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Re: Normandy Ninjas: v1.3 Released

Post by arcticpost »

jcb989 wrote: The only other important point is to tell you that the engineer unit cannot have moved first. So they are actions available before the spend other AP points.
Of course. Thank you for mentioning that; I didn't even think of it.

So, basically, you can't get to work blowing stuff up the same turn you've been dropped off by a Roo, or whatever else you've used. Or moseyed to the wall in a casual manner...
jcb989
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Re: Normandy Ninjas: v1.3 Released

Post by jcb989 »

Also, most unfortunately, your opponent will see which tiles have just changed appearance, and bring down everything he has on those positions lol....
Personally I think this map is still unwinnable by the Allies. I think it is probably a 99 German wins to 1 Allied win type of map, unless of course overly gross negligence in German high command were to play a factor lol.... that being said I am still enjoying the map and the challenge to crack the code.
GottaLove88s
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Re: Normandy Ninjas: v1.3 Released

Post by GottaLove88s »

Am busy finishing up the next 4 new maps to get the GJS'44 campaign started for June 10th... But once that's done then I'll update 'real engineers' to...

(i) consume charges for all actions (so no more unlimited 'painting with tank traps')
(ii) switch HIDES on for tank traps (so that they're not visible to your opponent until he actually has LOS)

To be fair, if you blow up a wall or cut down a patch of trees, your enemy would probably be aware of that, lol... that's why healthy engineers still have moves after performing their special functions... Don't stand still after blowing a wall, unless you want to be mortared to smithereens... ;-)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
jcb989
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Re: Normandy Ninjas: v1.3 Released

Post by jcb989 »

I like how you were doing it, jumping back into the Roos for a rest after their dirty work was done. lol.
Somewhere along the way I lost track of the fact that I can remove resulting marsh tiles, too. That might have come in handy lol.

I've posted another trial game as Allies with password: jcb989
open to anyone that wants to practice pummeling me.
GottaLove88s
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Re: Normandy Ninjas: v1.3 Released

Post by GottaLove88s »

Haha... BUSTED!! :mrgreen:
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
arcticpost
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Re: Normandy Ninjas: v1.3 Released

Post by arcticpost »

I think I speak for all of us jcb when I say that you should just stop practicing. Now.
arcticpost
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Re: Normandy Ninjas: v1.3 Released

Post by arcticpost »

Please. :)
jcb989
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Re: Normandy Ninjas: v1.3 Released

Post by jcb989 »

arcticpost wrote:I think I speak for all of us jcb when I say that you should just stop practicing. Now.
:lol: :roll: :oops:
johntindall
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Re: Normandy Ninjas: v1.3 Released

Post by johntindall »

GottaLove88s wrote:Am busy finishing up the next 4 new maps to get the GJS'44 campaign started for June 10th... But once that's done then I'll update 'real engineers' to...

(i) consume charges for all actions (so no more unlimited 'painting with tank traps')
(ii) switch HIDES on for tank traps (so that they're not visible to your opponent until he actually has LOS)

To be fair, if you blow up a wall or cut down a patch of trees, your enemy would probably be aware of that, lol... that's why healthy engineers still have moves after performing their special functions... Don't stand still after blowing a wall, unless you want to be mortared to smithereens... ;-)
Hi Jon - had a radical thought last night after several red wines. Some of the feedback I've read seem to suggest that the combination of walls, forests and limited access points are proving very, very tough. One solution has been to recode engineers and tank traps and other changes.

Instead of the extensive mods, I was wondering if you had considered just doing away with the wall and reducing the Allied inf? Allies still have to fight through the forest and then across the open airfield. Might've been simpler?
arcticpost
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Re: Normandy Ninjas: v1.3 Released

Post by arcticpost »

The Germans had bunkers galore, underground and above, and other defensive emplacements that BA isn't capable of so I would guess that was why we've ended up with the walls and hedges and other fun things. The Canadians did finally take it after a lot of effort so as long as the Allies CAN win that's great. I'm not sure they can do so yet.

I will say that anyone who wins as Allies in this round should receive a prize beyond the thanks of a grateful nation.
jcb989
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Re: Normandy Ninjas: v1.3 Released

Post by jcb989 »

Hey there's another alternative you just elluded to. Replace the wall with a long string of heavy bunker tiles. That would be a bear to attack.
johntindall
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Re: Normandy Ninjas: v1.3 Released

Post by johntindall »

jcb989 wrote:Hey there's another alternative you just elluded to. Replace the wall with a long string of heavy bunker tiles. That would be a bear to attack.
:shock:

You first!

The wall has a couple of issues for me. Infantry can't see over it unless you close right up or are taking fire and can see where the lead is coming from. You can lose a lot of inf that way...

Or you can run up adjacent with a tank and see if you get a special delivery of satchel charge. You can lose a lot of Shermans that way...

A string of bunkers would, in my opinion, only make the problem worse by keeping the advantages above plus adding resistance to bombardment.
arcticpost
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Re: Normandy Ninjas: v1.3 Released

Post by arcticpost »

What a bunch of whiners. :D

GL, I'm going to post two photos below showing the Tiger in my new game with John where there are the same LOS issues but without the tank blocking the way.
arcticpost
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Re: Normandy Ninjas: v1.3 Released

Post by arcticpost »

The second image is from the first Tiger. John couldn't see it but he could see the tank trap directly behind it. The Tiger's LOS is wacky too, as you can see.
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johntindall
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Re: Normandy Ninjas: v1.3 Released

Post by johntindall »

arcticpost wrote:What a bunch of whiners.
Colin - I'm disappointed in you.

The correct spelling is "winers". Red wine, preferably.
:wink:
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