Normandy Ninjas: Sneaky Ouistreham

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GottaLove88s
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Re: Normandy Ninja Training: New joiners for Carpiquet?

Post by GottaLove88s »

NEW VOTE: Improved Engineers - Yes or No?

Gentlemen,

Those of you who've had a go at Carpiquet v1 will be aware that the Allies, ahem, hit a brick wall (sorry, awful pun, I admit :roll: )

So, guru mod-developer, Amaris* & I, have been experimenting with adding new functionality to create "Improved Engineers" genuinely worthy of the name...

After hitting some technical issues with the way that BA handles MP data, I believe that Amaris has finally cracked it...
So we can now deliver to you, Brit, Canuck and German engineers with the following abilities...

(i) Cut down trees (cuts 'em to a sort of marshy vegetation, which is still impenetrable to vehicles) - 1 turn :)
(ii) Clear marsh (which combined with (i) above, enables a 2-turn removal of trees that vehicles can pass thru) - 1 turn :D
(iii) Build tank trap - 1 turn :)
(iv) Demolish tank trap - 1 turn :D
(v) Blow up hedgerow/walls - 1 turn :mrgreen:

Your engineer needs 16 AP points (ie. has to be full health, before moving) to execute any of these actions

I guess I'm assuming a certain answer, otherwise Carpiquet is going to be awful hard, but the question is... would you like to include these Improved Engineers in Normany Ninjas?

Thanks for your vote,
GL88

*the creative genius behind the gorgeous Ortona map! and the inventor of the Naval Academy...
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: Improved Engineers are coming

Post by arcticpost »

Vote "yes," of course.
pk867
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Re: Normandy Ninjas: Improved Engineers are coming

Post by pk867 »

Will that be for all maps of the tourney?
GottaLove88s
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Re: Normandy Ninjas: Improved Engineers are coming

Post by GottaLove88s »

Yes, the improved engineers would get added to the Normandy Ninjas campaign code... which would then be used by all of the scenarios (maps) in the tourney...
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
GottaLove88s
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Re: Normandy Ninjas: Improved Engineers are coming

Post by GottaLove88s »

PS. There's a separate vote on whether we should also roll them out to the actual GJS'44 "manyplayer" campaign... which, unlike the tourney games, is impacted by past unit losses from both sides Order of Battle...
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
morge4
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Re: Normandy Ninjas: Improved Engineers are coming

Post by morge4 »

Vote = YES
GottaLove88s
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Re: Normandy Ninjas: Improved Engineers are coming

Post by GottaLove88s »

If you haven't made your mind up yet... here are several steel reasons why the Allies might benefit from Improved Engineers...

I figured out that the way to put the Allies out of their misery is for the Germans to come out... Two very brave mortars are probably the last Allied units in this second game?

Image
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
johntindall
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Re: Normandy Ninjas: Improved Engineers are coming

Post by johntindall »

Not sure if I get a vote, not having played ten games getting smashed, but if I did, I would vote "yes"
GottaLove88s
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Re: Normandy Ninjas: Improved Engineers are coming

Post by GottaLove88s »

Of course you get a vote JT... we're a warlike Democracy in Ninjas...
Looks like we're going for Improved Engineers after all... The Ayes have it...
There are some last little glitches being ironed out, but will soon release a new Carpiquet with IE...
Get ready to enjoy! ;-)
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
GottaLove88s
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Re: Normandy Ninjas: Improved Engineers are coming

Post by GottaLove88s »

Ok Lads, thanks for your patience.

GJS'44 Tourney v1.3 is now available for download, in the usual way.

It includes a revised Carpiquet map, rebalancing both sides, but still with a 64-to-48 unit advantage to the Allies. The airfield now has two access points (the roads). However, the Allies have six of Amaris' 'real engineers' capable of demolishing the outer walls to create new access points... The Germans have four 'real engineers' in case they need to remove any sneaky new tank traps...

Let's all take the next four days to experiment and get comfortable with map changes and the 'real engineer' functions.

We will formally restart our Tourney on Monday 25th March...
Last edited by GottaLove88s on Thu Mar 21, 2013 10:49 pm, edited 1 time in total.
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
GottaLove88s
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Re: Normandy Ninjas: Improved Engineers are coming

Post by GottaLove88s »

Until Monday, I'm very happy to experiment on Carpiquet with anybody, whether you're in the Tourney or not... Propose your Challenge! You're going to love your 'real engineers'... :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
GottaLove88s
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Re: Normandy Ninjas: v1.3 Released

Post by GottaLove88s »

4 challenges proposed... :twisted:
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
GottaLove88s
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Re: Normandy Ninjas: v1.3 Released

Post by GottaLove88s »

Please RELOAD v1.3... I forgot to add the victory conditions and the shorter recycle time on the Typhoons, DOH!... Done now
I will resign any current games and re-propose
:-)
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
GottaLove88s
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Re: Normandy Ninjas: v1.3 Released

Post by GottaLove88s »

GottaLove88s wrote:4 challenges proposed... :twisted:
Again... :oops:
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 »

son of a
GottaLove88s
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Re: Normandy Ninjas: v1.3 Released

Post by GottaLove88s »

jcb989 wrote:son of a
Don't want to force you to suffer any extra pain once I get all five flags again, Jcb! :P
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 »

we intend to try to do better, this time.
GottaLove88s
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Re: Normandy Ninjas: v1.3 Released

Post by GottaLove88s »

that, my friend, is most worrying... u caned me as the germans, lol!
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
GottaLove88s
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Re: Normandy Ninjas: v1.3 Released

Post by GottaLove88s »

Painting by Tank Traps...

As a cocktail of Murphy's Law and the Law of Unintended Consequences, it has come to the attention of Strategic Allied Command that certain Enemy Commanders have begun to "Paint by Tank Traps"... Below our Mosquito recon has caught just such an intrepid German engineer brigade in action... where it has laid no less than TWELVE Tank Traps, in about four hours (turns) of battle... drawing a solid line of tank traps from Carpiquet's Main Gate flag and then three squares into the Forest itself...

Tank Traps are considered an asset of war, and may be employed in any natural circumstances, including blockading one's own roads, if Commanders so wish... However, I will have a chat with Amaris about perhaps preventing their placement within Forest... This would seem to be a pixelated fantasy of a historical inaccuracy...

But, NICE TRY BUSTER... The Canucks are still coming for you, eh!! :mrgreen:

Image
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 »

actually I had 3 units out there with pitch forks and spades building those.... lol
I rather like our German Ingenuity to think of tank-trapping those woods, since you may decide to break through there.... lol
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