MP Scenarios

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enric
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MP Scenarios

Post by enric »

Overview
These are not specific of this expansion but I post because I find they should be improved.
  • The name of the scenario
    This is a very long demand, it's very easy to put the name of the scenario in the screen or in the briefing, I found, when playing many scenarios, and taking annotations, that I'm not sure which scenario I'm playing.
  • Improve the message box
    The editor is of the DOS age. A option to open the message window while playing and write to the opponent, even if you send this at the ending turn, you should be able to annotate or read at any time.
  • Scenarios with force selection
    The first time you are lost, you don't know the map, the flags is any, you do not know nothing and has to choose a team... a way to see the map before, and knowing the victory conditions is needed.
  • The maps
    The maps of this expansion are nice, and I did not found issues, the only thing is the tank traps that are placed, in many cases, as flowers in the field. For example image 1, it seems more a protection to avoid a tanks goes to water than an obstacle :D .
    Tanks traps used to be placed to prevent the vehicles or to force them to expose their side, here, in many cases have no purpose at all.
    tanktrap.jpg
    tanktrap.jpg (106.88 KiB) Viewed 1800 times
    ttrap2.jpg
    ttrap2.jpg (182.54 KiB) Viewed 1799 times
Cornfields
Just a tanks scenario, only for tank shooting fans, I'm sorry but I can't find the feeling at this kind of scenarios.

Rescue
Only played as allied
Nice scenario, maybe the allied in the village need some more units and a transport, once placed the ATs are immobile for ever.
The disembarking area is difficult at the beginning, maybe a mortar will help, here smoke is a must, to avoid to be crushed on the beaches,I was lucky and get out the enemy tanks and even a Panther (the Germans in Normandy would have been very happy to had the mechanized forces in the beaches).

As I did not play as German I just talk about I see during play.
To attack the village the German has no infantry so they are blind, my opponent was stopped out of the village until he received some reinforcement with infantry, tanks are blind without infantry.

Woods
Maybe my preferred one, although I do not think the system points to choose force selections is balanced.
A Panther cost 240
A Sherman 99
2 and a half Sherman agains a Panther in the open are always kaput.
But a US infantry cost 43
5 and a half infantry vs a Panther in a town, the Panther is blind and always lost.
So, the units values depend on the situation.

SHEPERDS
Here you must hide your trucks and try the opponent don't find yours. So usually you don't will be using the trucks, it's a little rare and exotic no?
Maybe if bringing trucks to a place give some points...

LIGHTWEIGHTS
Also a preferred one.
I do not know if is balanced, my opponent feels that is pro allied, I'll try as German as soon as possible.
I found a very interesting map (maybe because I was winning :D )
I'm sorry but the M5 and M8 icon issue is present.
Last edited by enric on Fri Jun 07, 2013 7:15 am, edited 1 time in total.
citizen6
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Re: MP Scenarios

Post by citizen6 »

To be honest Enric - part of the problem with that game of "Rescue" was I set up my forces backwards and then I had to move tanks to the front and other units rearwards as I didn't know what I was meant to do at first and what (and where) I would get reinforcements. I think the game would be a bit different if we played again. Knowing what will happen I don't mind this scenario. The real strategy is for the Axis to work out how to split their forces.
morge4
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Re: MP Scenarios

Post by morge4 »

I too was a bit confused on the Rescue setup. But it is turning into a good battle with my opponent.
mattymo
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Re: MP Scenarios

Post by mattymo »

enric wrote:Overview

Rescue
Only played as allied
Nice scenario, maybe the allied in the village need some more units and a transport, once placed the ATs are immobile for ever.
The disembarking area is difficult at the beginning, maybe a mortar will help, here smoke is a must, to avoid to be crushed on the beaches,I was lucky and get out the enemy tanks and even a Panther (the Germans in Normandy would have been very happy to had the mechanized forces in the beaches).

As I did not play as German I just talk about I see during play.
To attack the village the German has no infantry so they are blind, my opponent was stopped out of the village until he received some reinforcement with infantry, tanks are blind without infantry.
So, it seems pretty clear that some significant changes have been made, though I am playing this scenario for the first time: The German units attacking the village are no longer blind.

However, I'm playing as Allies and the troops and tanks on the beach are still getting crushed. That may be fine and dandy, but where's the naval gun support? I don't mean even against the pillboxes but against the Panthers that I find lined up behind the beach. They shouldn't last a second with the flotilla the Allies had assembled off the beaches of Normandy... Also, attacking my airborne units in the village are scout-directed flame-throwing tanks. Without scounts of my own, I can't see the scouts until after they've ID'd me and brought said tanks. Also, like citizen6 I didn't know which way to position my troops in terms of which way the attacks will be coming. Maybe that's by design but combined with everything else...

Seems like the balance may be tilting the other way now...
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