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Re: DLC '45 West #01: St. Vith
Posted: Tue Jan 15, 2013 10:14 pm
by Moltke71
tnourie wrote:bis wrote:In St. Vith, they act like cruise missiles when, in fact, they had the accuracy of pop bottle rockets.
Hehe - Pop bottle rockets. Fun times those provided. . .
But that brings up a valid point. I wonder if this can be compensated for in game turns by giving the V1 a 'landing radius' of 7 hexes, (the one you pick plus the surrounding six), with maybe a 70% chance of hitting the target hex and a 5% chance of one of the surrounding hexes. Also, a small chance that the rocket will totaly fail and blow up in flight, as happened in the real thing.
Good idea.
Re: DLC '45 West #01: St. Vith
Posted: Wed Jan 16, 2013 6:30 pm
by tmgiles1
Standard core, DV on 12, Col. Level, 4600 prestige
I liked the V1’s (my grandpa used to call them buzzbombs) and even though they seem to be a bit prolific and powerful, it is an interesting way to start the game off. I think I would leave them in just for fun, even if not entirely accurate.
The rangers/commandos made me wonder if the Germans at this point didn’t have a number of higher initiative, under strength units. Or maybe they spread their experienced troops around. I’m sure for this battle they over stuffed units but later on? Just curious, I don’t know the answer.
I liked this scenario because I’m not an expert gamer and it wasn’t too overwhelming. It was kind of easy actually, and I expect it to get harder, but wining is fun. Sometimes some of the larger scales, such as in USSR, the scope of the game is a lot to take on at once. I know not everyone feels that way, I do like a challenge, but more manageable. This was just about right for a starter.
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Re: DLC '45 West #01: St. Vith
Posted: Wed Jan 16, 2013 10:32 pm
by El_Condoro
Minor point for all scenarios that have a branch option at the end - include that info in the briefing. It is probably good game-play to save the game at the last turn of the scenario but for those of us who don't save often it would be a useful reminder.
Re: DLC '45 West #01: St. Vith
Posted: Thu Jan 17, 2013 2:24 am
by Kerensky
El_Condoro wrote:Minor point for all scenarios that have a branch option at the end - include that info in the briefing. It is probably good game-play to save the game at the last turn of the scenario but for those of us who don't save often it would be a useful reminder.
We may have an alternative surprise in store regarding this. No promises, but we'll see!
Re: DLC '45 West #01: St. Vith
Posted: Thu Jan 17, 2013 3:50 am
by Kamerer
Kerensky wrote:El_Condoro wrote:Minor point for all scenarios that have a branch option at the end - include that info in the briefing. It is probably good game-play to save the game at the last turn of the scenario but for those of us who don't save often it would be a useful reminder.
We may have an alternative surprise in store regarding this. No promises, but we'll see!
That would be VERY welcome!
Re: DLC '45 West #01: St. Vith
Posted: Fri Jan 18, 2013 9:42 am
by Kerensky
The issue with V weapons is that we can't really make them into perfect historical weapons because then we run into the same problem as we have with 'SS' units.
True V weapons were primarily terror weapons (except V2s used to blow up the bridge at Remagen, COMING SOON!) and this wanton killing of civilians is not something we want to promote in our game. So, as written in game, our V weapons are special with altered guidance and warheads, making them more potent against military targets and not inaccurate terror weapons.
Re: DLC '45 West #01: St. Vith
Posted: Fri Jan 18, 2013 8:06 pm
by Mountaineer
"So, as written in game, our V weapons are special with altered guidance and warheads, making them more potent against military targets and not inaccurate terror weapons." Much like rockets going back in time, but it was not until the 80's that we could see any real accuracy. Given that it is the beginning of the scenario, they could be made more inaccurate, because they are not critical to getting across the first river.
Speaking of rivers, if the larger ones couls be free flowing while smaller ones are frozen, that would be more accruate also. I doubt those 70 ton beasts were crossing any amount of ice. At least with streams, you would not drown the crew when you did break through.
Re: DLC '45 West #01: St. Vith
Posted: Fri Jan 18, 2013 9:57 pm
by Moltke71
Alas, speak not of historical accuracy. If so, V1s would not be included.
Re: DLC '45 West #01: St. Vith
Posted: Fri Jan 18, 2013 10:32 pm
by zappel
Beta2 - Colonel level - Imported core - DV at turn 11
The second try was entertaining like the first. Noticed no changes but I had the impression it was easier than the first time.
I would not change anything.
Re: DLC '45 West #01: St. Vith
Posted: Sat Jan 19, 2013 12:14 am
by tnourie
My original post concerning the V1s was about their 'ability' to ID units in hexes surrounding the impact hex, and that the 'discovery' should not happen. Any thoughts? Maybe a fix would be to reduce the spotting range to '0'. Now it is '1'.
Re: DLC '45 West #01: St. Vith
Posted: Sat Jan 19, 2013 7:13 pm
by Razz1
General
No Core
DV 10/14
Re: DLC '45 West #01: St. Vith
Posted: Wed Jan 23, 2013 10:59 am
by maho1973
St. Vith (beta-2/dlc 10 v.2) - colonel - prestige: 6500 pp (begin) / 9500 (end) - DV 12/14 turn
- the V1 are nice
- nice landscape
- well chosen preset core
- a nice and entertaining scenario and a good campaign opener
- no replacements and upgrades done yet
- saved the game at turn 12