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This just might be the booze talking, but has anyone discussed the idea of having a scenario without a turn/time limit? Perhaps with campaigns? I often wondered how it would affect my tactics knowing that I wouldn't have to hurry. Some scenarios have exit objectives and I sure would like to have time to exit with most of my forces intacked.

Fierce
LOL! Big Grin
It is the booze talking. :rolleyes:

Scale my man. Scale! :smoke:

Ed
Fierce Wrote:This just might be the booze talking, but has anyone discussed the idea of having a scenario without a turn/time limit? Perhaps with campaigns? I often wondered how it would affect my tactics knowing that I wouldn't have to hurry. Some scenarios have exit objectives and I sure would like to have time to exit with most of my forces intacked.

Fierce

Try playing a 100+ turn monster and see how it works for you.

Jason Petho
Fierce Wrote:This just might be the booze talking, but has anyone discussed the idea of having a scenario without a turn/time limit? Perhaps with campaigns? I often wondered how it would affect my tactics knowing that I wouldn't have to hurry. Some scenarios have exit objectives and I sure would like to have time to exit with most of my forces intacked.

Fierce

All scenarios have to have a turn limit......they can however be continued...........or play a campaign when it becomes available....they only end when the players say so :-)

Earl
definitely the booze talking... how would you get a winner?
majog Wrote:definitely the booze talking... how would you get a winner?

One player would have to surrender or call it (just a win/loss). Each would have to take calculated losses to determine what is acceptable (it would be like a real commander trying to minimize loss of life); perhaps the scores can be adjusted for losses only instead of objectives. e.g. given the level of force each player has at the start, he can then attempt to establish and hold a bridge-head. This way if losses are mounting, one could retreat from the bridge head or break off the defensive attack. At which point the player less confident of his success or the one starting to run away with victory can call the game, then compare losses.

Its just a thought but I can see it opening up new horizons on tactics and it would only work if both sides were evenly matched. A player could decide to engage in a two pincer move or decide to engage in a fighting retreat to preserve his troops for the next battle. It would be like a boxing match in which one fighter would know he is beaten and stop before he is killed or commits suicide.

I like thinking about things like this. Perhaps others have better ideas.
LOL Big Grin The only problem I see is if two players are timid and don't want to fight to avoid loses.

Fierce
Hi,

How can a scenario be continued if the limit reached ??

R-TEAM
R-TEAM Wrote:Hi,

How can a scenario be continued if the limit reached ??

R-TEAM

It has to be rewritten after the end....takes a bit of work but, I can do it if anyone is interested in continueing a scenario..
There is also the ability to create a scenario "set" that covers multiple time/views over a single battlefield?
I think there are a few for both West Front and East Front. I am not familiar with any in RS.

Ed
Hi,

it would be nice have the game the option after the limit reached to continue
the game self unlimitet [so long one side give up or the PC crash :P ]

This is in PanzerStrike, if you reach the round limit, the game ask "if you will continue?"
and then the points from the last regular round are taken, the continue play is
only for Fun.

R-TEAM
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