There are only 9 starting spots for air units in the Palestine scenario.
Any particular reason for that?
Am I playing the game too well when I have more air units than that, at that point of the campaign?
I know that I can place more reserve units in turn one, after having moved the units, so it's not even such a big issue. Just wondering.
not enough air unit starting spots in Palestine scenario
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
-
smashtheaxis
- Senior Corporal - Destroyer

- Posts: 112
- Joined: Fri Jun 07, 2013 4:55 pm
-
timek28
- Master Sergeant - Bf 109E

- Posts: 459
- Joined: Mon Jan 07, 2013 1:18 am
- Location: Novi Sad, Serbia
Re: not enough air unit starting spots in Palestine scenario
This happens from time to time in any scenario or mod. I believe core structure can be completely random depending on player's playing style. One can field more planes, or more tanks.
With that in mind I see no reason why developers wouldn't allow enough hexes to place units of any type. Say expected optimal number + 5. More than that would be hard to implement due to vicinity of enemy units. The airplane placement restriction has no logical meaning, as there are lots of scenarios where you can place planes out of airfields anyways.
With that in mind I see no reason why developers wouldn't allow enough hexes to place units of any type. Say expected optimal number + 5. More than that would be hard to implement due to vicinity of enemy units. The airplane placement restriction has no logical meaning, as there are lots of scenarios where you can place planes out of airfields anyways.
Re: not enough air unit starting spots in Palestine scenario
I haven't played this one but have you tried to deploy air units after moving the air units fron the deployment phase? This would be during your turn 1.
-
smashtheaxis
- Senior Corporal - Destroyer

- Posts: 112
- Joined: Fri Jun 07, 2013 4:55 pm
Re: not enough air unit starting spots in Palestine scenario
Hmm, yeah. Did that. The down point of that though is, that those air units won't be available on turn 1.
Maybe in a future update, there should be additional air unit starting fields in this scenario.
Maybe in a future update, there should be additional air unit starting fields in this scenario.
Re: not enough air unit starting spots in Palestine scenario
I'm guessing a bit here, but I think too many air deployment hexes could make the scenario too easy?
Sending a lot of planes all at once to the objectives you have to protect would make it easier to win. With a limited number of deployment hexes you can still deploy a lot of airplanes, but some will arrive later or more scattered, giving the allies a better chance to attack the pumping stations.
Sending a lot of planes all at once to the objectives you have to protect would make it easier to win. With a limited number of deployment hexes you can still deploy a lot of airplanes, but some will arrive later or more scattered, giving the allies a better chance to attack the pumping stations.
-
smashtheaxis
- Senior Corporal - Destroyer

- Posts: 112
- Joined: Fri Jun 07, 2013 4:55 pm
Re: not enough air unit starting spots in Palestine scenario
Hm, perhaps.
Thinking about the issue of starting points, I figured that there should be two types of starting points: Those for the initial deployment and then different ones for reserve deployment during the scenario. In some scenarios, using the original deployment fields for reserve deployment is odd. A good example for this is the Second Offensive scenario, where you can deploy your reserve units far behind enemy lines long after your initial forces have retreated.
I'd also love to have retreat fields in every scenario, to take damaged units off the battle field, but maybe that would make the game too easy.
Thinking about the issue of starting points, I figured that there should be two types of starting points: Those for the initial deployment and then different ones for reserve deployment during the scenario. In some scenarios, using the original deployment fields for reserve deployment is odd. A good example for this is the Second Offensive scenario, where you can deploy your reserve units far behind enemy lines long after your initial forces have retreated.
I'd also love to have retreat fields in every scenario, to take damaged units off the battle field, but maybe that would make the game too easy.
Re: not enough air unit starting spots in Palestine scenario
Hmmm... I really don't see the logic here. After all, you could send all of your deployable airforce north to assist the Arab Volunteers, and use any remaining air units to cover your southern force. Who does that? I mean, I have a hard time believing the logic is "no more than nine air units to be sent north on turn #1"ThvN wrote:I'm guessing a bit here, but I think too many air deployment hexes could make the scenario too easy?
Sending a lot of planes all at once to the objectives you have to protect would make it easier to win. With a limited number of deployment hexes you can still deploy a lot of airplanes, but some will arrive later or more scattered, giving the allies a better chance to attack the pumping stations.
My point is, no matter how large air force you assign to pump station protection, the deployment hexes available are more than enough for that purpose. The fact that some of your remaining air forces won't turn up until one turn later to follow your main force north is the only consequence of having constricted air deployment, and that is only a small irritant of negligible consequence.
In contrast, the reason that the designer simply forgot to account for players with larger-than-expected air wings seems much more plausible.
(Let me emphasize that, much like the OP, I'm definitely not saying this "feature" of the Palestine map is a big deal, or even a small deal. You could say we're just curious about a small blemish in an otherwise shining scenario!


