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Sorry for the delay. We are down to one PC (mine) at home and the wife messed it up. Plus it is taking me longer to recover from a very hectic two months of work.

This one needs work.

I played as the Americans. My opponent found the first few turns very boring. I was able to fly low along the “valley” and avoid observation and heavy fire (if they had any). I inserted my troops out of harms way of the air strikes and waited until I exhausted all of my air support. Then I advanced. It was easy to advance to advance up to the enemy positions. After a couple of turns of suppressive fire from my infantry I easily assaulted the objective hexes.

I would recommend all of the air support be available and used on turn one. Using a Loach with a radio, no leader required, will allow all of the support to be called in on turn one. Then withdraw the Loach on turn two.

With all of the support available on turn one you can shorten the scenario by six turns. Add a note in the description that the air strikes in the game represents a thirty minute aerial bombardment.

Maybe add a HMG or two. That would be a nasty surprise for any American helicopter coming in to close.
I was the VC in BB's game, and do think that the game needs a bit of work in order to be more balanced, and more fun (most importantly) for both sides.  

The first 6 turns were spent getting bombed, then the next 4-5 waiting for the US to get into position.  That's a lot of turns spent not doing much, which is what caused me a bit of frustration with this scenario.  

The SE bunker was facing inwards which allowed the US to come in right next to it with only my guys defending from the adjacent trenchline.  When it came time for the US assault, there wasn't much I could do to defend it at that point.

Too many US troops (a full company nearly)versus the VC (an oversized platoon), which may be historically accurate, but it doesn't make for good game-play from the VC side, I feel.  A bit more balance in terms of troop levels or give the VC some heavy weapons with shorter turns, making the US choppers have to get in closer to drop of their men.  This gives the commies a chance to shoot down one of those Hueys and gain some valuable VPs.  

The only way the US can win a victory, point-wise, is to take all the objectives, which is tough, but doable.  I am a person who enjoys the experience, but playing this game from the Communist side lacked the 'fun' factor for me....

All-in-all, fixable, without question.

Thank you for your feedback guy's, i hope the designer can make use of the info and produce another updated version for testing! Smile
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