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Some areas for possible larger, longer SB scenarios
09-17-2013, 03:04 AM,
#26
RE: Some areas for possible larger, longer SB scenarios
It is not o much of an issue on small o even medium size scenarios but larger ones it would be. Also another pain is the loss of effectiveness from incoming fire..I had an Anti tank gun that was useful for about three shots before it was worthless..shooting at tanks and trucks at 200m or less for no effect for the rest of the scenario..all it managed to do was destroy a truck on it's first shot. Maybe one reason I don't like the power of the gun tied up with wounds and suppression. I'd rather it still have it's power but only say able to fire once or twice in around if been under fire and if not fired on for a turn or two gets it's three shots back a turn. That would help in some way the issue I have with decent weapons being effectively useless not long into a game.

(09-17-2013, 12:05 AM)TheBigRedOne Wrote:
(09-16-2013, 04:44 PM)Wodin Wrote: I think those percentage rates need doubling to make it worth while...or be a fixed percentage between ssay 5 and 15% rather than 0 and around 10%. RV is only 5% if your lucky..so to get back from 50% to 100% it would take min of 10 turns..thats to long (50mins for a squad to resupply half it's ammo) and no unit in any scenario is likely able to pull out for that long.

Since most games only average 12-15 turns or so, rest-and-refit isn't that big of a deal, and most units aren't going to get resupplied in that quick of a time-frame anyway.

A unit going from say 60 to 75-80, however, would be a useful upgrade and only take a few turns depending on the game/side. Waiting to get back to 100% probably isn't necessary.
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RE: Some areas for possible larger, longer SB scenarios - by Wodin - 09-17-2013, 03:04 AM

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