Wow! You guys have done a great job! Are you going to use VASSAL for multi-player campaigns? I had a couple ideas over on battlefront:
community.battlefront.com
Yeah, true. Just pixels of light.I see no difference playing a modern era game than a WWII or Napoleon era games, after all they are just games.
I'd prefer 'realistic' over Zombies ;-).Yeah, true. Just pixels of light.
Although when it comes to war games they are closer to simulating reality. Modern times seem closer still.
Hey, a far-fetched story might be fun. Player preferences will sway my decision. Even if there's a preference for a realistic setting, it will still be generic and non-specific.
That’s why II think I want to keep the Borscht Campaign light and fictional on the role playing side.Yeah, true. Just pixels of light.
Although when it comes to war games they are closer to simulating reality. Modern times seem closer still.
Hey, a far-fetched story might be fun. Player preferences will sway my decision. Even if there's a preference for a realistic setting, it will still be generic and non-specific.
Thanks for pitching in @fivefivesix!I've been working on a high detail medium-large CMBS map, with a bridge river-crossing the main feature at mid-map. Could this be helpful for your campaign? It would be cool to see people fight a battle on it, I can post some screens if this could be helpful
Wow! You guys have done a great job! Are you going to use VASSAL for multi-player campaigns? I had a couple ideas over on battlefront:
Hopefully easy to use?
Yeah, true. Just pixels of light.
Although when it comes to war games they are closer to simulating reality. Modern times seem closer still.
Hey, a far-fetched story might be fun. Player preferences will sway my decision. Even if there's a preference for a realistic setting, it will still be generic and non-specific.
That’s why II think I want to keep the Borscht Campaign light and fictional on the role playing side.
I've been thinking about much the same thing @Concord , afterall I was one of said grumblers about tanks only counting as 4-5 men. I feel that armour is such a key component in CM games that keeping track of them is worth the book-keeping time, especially as the player should be able to give an immediate number of his surviving armour upon completion of a battle.
Perhaps each side could receive a set number of replacement vehicles every five turns or so, to be distributed as the CO deems fit.
Regarding the imbalance of forces, the breakdowns for battles are thus: Assault 2:1 (not popular for obvious reasons), ME 1:1 (unrealistic, but popular), and Attacks 100 vs 65-70% (reasonably popular, reasonably equal).
So how can we come to this sort of balance in such a campaign, my answer, reinforcements: Upon an attack being decided, the defender may call in a neighboring unit to assist him, assuming all units involved are at 100% strength this would bring the forces to parity (2:2), however, the attacker may also call in one neighboring unit as reinforcement, now the forces are at (3:2), which gives the defender 60% strength of the attacking forces. Not quite as good as 65-70%, but a lot better than 50%.
I am not suggesting this be implimented in the current campaign, but perhaps food for thought for future campaigns.
@Stafford yeah your thinking is sound.
However, we've also got to keep in mind that the battlefields will be only 500m x 500m.
And we've heard players suggest that they much prefer company sized battles.
I was looking at the possibility of battalion sized battles, but it was pointed out that it was easy to flip a turn back for a company sized battle - say during a lunchbreak - than battalion sized.