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Admittedly, I was away September/October, but I can't remember seeing any discussion of the VPs for trucks, which seem to me to have jumped from 1 to 3. Apart from any other considerations, this surely must have an effect on the "balance" of all scens...those containing trucks..... built during the Truck =1 era.
My own view is that 3 is too high, equating a truck to a rifle platoon, but I can see a rationale for raising a truck VP above 1. Any thoughts, anybody?
I get so tired of moving trucks and other prime movers in the larger scenario's that I won't play unless there is an agreement to exit transports if one chooses.

As to their value; I have certainly improved my game score by virtue of eliminating trucks and other movers that are carelessly left within sight and range of my forces.

I think the value of three is too high, but it won't effect my game unless I lapse back into the habit of advancing loaded units a bridge too far.

One of my early mentors (Rod), told me to make the infantry walk.
If you look on the Matrix forum, there's some discussion there, but I couldn't begin to direct you to a specific thread.

My recollection was that raising the point value discouraged using trucks to soak up opportunity fire and to discourage other uses of the trucks that were deemed gamey or cheesey. You could still use them in a cheesey way, but you'd pay a higher price for doing so.
I'll guess, cuz I'm too lazy to look it up, that those are the trucks that 3SP trucks can haul 6SP troops.

Or they wanted to make it expensive to use them as recon.
Hi,

IMHO both 1925frank and junk2drive are right, but the main reason was the cheesey
use from trucks to stop or make it more dangerous.

And i agree with Montana Grizz, would be nice to have a option to ignore some units
from the next unit jump.[trucks that stay long time in a place,artillery that musst
dont move and other units]

R-TEAM
I use to play a war game (can't remember the name) that allowed you to click on a unit and then click on "ignore it". When you cycled through the movement and fire phase, it skipped those units you had "ignored". Much like setting Op fire for individual units.

Maybe 1.05 might address this issue?

I understand that when designing a scenario that carriers come with the non-motorized units and it's a pain in the arse to remove them from the scenario?

In some of the larger scenario's you might have to cycle through 100 unloaded trucks. However, if the scenario has exit hexes the transports might well prove to be a strategic aspect of ones game.

So, I think an "ignore unit" option might prove to be the best solution.
Montana Grizz Wrote:I understand that when designing a scenario that carriers come with the non-motorized units and it's a pain in the arse to remove them from the scenario?

Yes and no.

Yes: depending on the organization structure that you are using, you will find the trucks, wagons, etc are part of the organic TO&E for certain units and are automatically added when building your *.org file.

No: There are two options, when designing a scenario, to prevent including them in the final scenario.

1. Remove them in the *.org file; which is as simple as highlighting the unit and pressing the red X to remove it.

2. Keep the transport in the *.org file, but do not place it on the map when you are laying out your units.

If you accidently placed the unit on the map, there is still time to remove the unit from the map in the scenario editor before finalizing the *.scn file.

Jason Petho
I agree.
Though, I do like the new truck values. If they were looked at strategically they would be that much more valuable.
Tactically it does cut down on those who use the trucks in an "ahistorical" manner.
And, I agree with Jason. A scenario designer can delete them from the .org folder. A scenario player can drive them off.
When "hundreds" of truck platoons are included in a scenario I often think the scenario may be a bit too large, or the scenario designer a bit less energetic to deal with the overpopulation of trucks. ;)

RR
There is so much to learn about warfare in general and the new units in the wonderful 1.04 update in particular I reckon it's time we stopped raising picky points of very limited significance and had posts on tactical lessons again.
Yep i agree Jim get a few games going finished before you make any comment.Once you've finished a few then you can report back to Jason etc on faults things that are useless and maybe a few hints on what would be better.
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