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Counter-attack (7)

Posted: Sun May 12, 2013 9:57 am
by enric
Objectives
  • Take the hill in 4 turns.
    but is it possible?, even without enemy units you need three turns to get a unit there....
  • After taking a flag (see the image) a confusing advice tells that "objective is completed, but go for secondary objectives", but which are the secondary? and what is the pourpose to continue is you have already got the objectives?.
  • All others ok.
Overall and others
  • Nice map.
  • Nice scenario idea.
  • 105 artillery cheats, because has a special reloading for AI.
  • Unbalanced team.
    As usual in most BA scenarios the team is unbalanced between Armor and Support Units, excess of tanks make the game more a shooting game than a tactical strategic WWII game.
    Removing some tanks for additional infantry, and other support units will make a more interesting game.
    As the game goes you found that you have still a lot of tanks and no infantry to clean the city or ambushed terrain.
  • Missing ids bonus AID makes it unavailable all game.
  • Building 41, 31 is open ground.
  • 36,28 and 36, 29 should be forest.
  • 36,43 an allied 50mm is deployed here without fire options...
Suggestions
Remove some tanks and replace for infantry, scouts, MGs, (1 tank for two infantry or other support units)

Re: Counter-attack (7)

Posted: Tue May 28, 2013 10:49 pm
by mattymo
ß2.2.2

Took the hill in 4 turns, to my surprise. It required taking the flag with a Panther, which survived a direct attack from infantry hidden in the nearby building and a shot from a nearby AT gun. But, with Panthers and a halftrack and scouts, it was doable even with a mistake (pushing my halftrack forward first and then having to retreat).

Re: Counter-attack (7)

Posted: Wed May 29, 2013 11:25 am
by citizen6
It may be possible but it doesn't promote good tactics - even knowing where the ATGs are you'd be flying in riskily just to accomplish it. I like the scenario but am ambivalent about this ACH. The scenario could do with more infantry and ATGs on the Allies side, especially around the town and the M10s at the entrance to the town seem a bit to keen to drive up in front of my waiting tanks where if they just stayed on the road covering the crossroads they'd be much more challenging to dislodge.

Another suggestion would be to put a gap in the forest on the ridge (left flank) so that the tanks can move through it but give the allies some more AT assets covering the exit from the forest onto the crossroad.

Re: Counter-attack (7)

Posted: Fri May 31, 2013 5:39 pm
by mattymo
citizen6 wrote:It may be possible but it doesn't promote good tactics - even knowing where the ATGs are you'd be flying in riskily just to accomplish it.
I like the risk. There's excitement in not knowing if something will succeed, in taking a big risk. Without these kind of achievements, the temptation—nay, the wise thing to do—is to be all Monty and no Rommel (or Patton, or, ... take your pick), so to speak: to be exceedingly methodical. It's good to have achievements that require daring and a bit of luck for the variation they provide.

Re: Counter-attack (7)

Posted: Sat Jun 01, 2013 6:00 am
by citizen6
Fair point...though I do object to being likened to Montgomery :)