W
WynnterGreen
Guest
Looking for a play tester for a new Attack Map.
I already have one opponent about to start playing as the attacker, so I'd like a reverse opponent.
Other than just playing, I'm looking for a bit of feedback, using the game as an opportunity to look for balance issues and problems with design / object placement etc.
I'd like to play with the following rules:
I set a -10% Force Modifier for [me] the Attacker, just because I think Attackers generally win too easily.
Your choice of Germans or Allies.
*33% Max Armour
A maximum of one third of points can be allocated to Armour units.
Any vehicle that can ONLY be purchased from the Armour Single Vehicle section is considered Armour for calculating the 33% maximum.
Vehicles that can be purchased from the Mechanized Infantry section, halftracks etc, do not count to the 33% Armour total.
*One/Three BigCat
AXIS ARMOUR, only every Third Armour piece can be a BigCat.
You need to purchase Two Armour assets before purchasing your first BigCat, then two more before purchasing your second, etc.
[BigCats are considered to be: Panthers / Tigers / KingTigers / JagdPanther / JagdPanzer]
*ALLIES ARMOUR purchase is unrestricted, except by rarity.
*Organic Artillery +2
Meaning all the normal Organic Artillery rules apply except that you're allowed to purchase 2 non Organic Artillery Asset.
The non-organic artillery asset purchased must be 150mm or less.
*Air Assets
Max 1 air/ per side.
* TRPs
Available to both sides
Setup turn Registered Artillery is also OK for Both Sides, but as usual, not on the Attackers set up area.
*No Mines
The reason for this is because the map has a river crossing, with several fords, it would be easy on this map to shut out an opponent by mining all the Fords.
I already have one opponent about to start playing as the attacker, so I'd like a reverse opponent.
Other than just playing, I'm looking for a bit of feedback, using the game as an opportunity to look for balance issues and problems with design / object placement etc.
I'd like to play with the following rules:
I set a -10% Force Modifier for [me] the Attacker, just because I think Attackers generally win too easily.
Your choice of Germans or Allies.
*33% Max Armour
A maximum of one third of points can be allocated to Armour units.
Any vehicle that can ONLY be purchased from the Armour Single Vehicle section is considered Armour for calculating the 33% maximum.
Vehicles that can be purchased from the Mechanized Infantry section, halftracks etc, do not count to the 33% Armour total.
*One/Three BigCat
AXIS ARMOUR, only every Third Armour piece can be a BigCat.
You need to purchase Two Armour assets before purchasing your first BigCat, then two more before purchasing your second, etc.
[BigCats are considered to be: Panthers / Tigers / KingTigers / JagdPanther / JagdPanzer]
*ALLIES ARMOUR purchase is unrestricted, except by rarity.
*Organic Artillery +2
Meaning all the normal Organic Artillery rules apply except that you're allowed to purchase 2 non Organic Artillery Asset.
The non-organic artillery asset purchased must be 150mm or less.
*Air Assets
Max 1 air/ per side.
* TRPs
Available to both sides
Setup turn Registered Artillery is also OK for Both Sides, but as usual, not on the Attackers set up area.
*No Mines
The reason for this is because the map has a river crossing, with several fords, it would be easy on this map to shut out an opponent by mining all the Fords.