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Time Sensitive Objectives https://www.wargame.ch/board/nwc/viewtopic.php?f=5&t=12458 |
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Author: | Richard [ Thu Jul 19, 2012 11:26 am ] |
Post subject: | Time Sensitive Objectives |
How useful might it be to add time-sensitive objective hexes? This would mean that a player would get points for every turn they control the objective rather than just whoever controls the hex on the final turn. Any thoughts? Col. Rich White Cavalry Division II Corps Anglo-Allied Army |
Author: | Colin Knox [ Thu Jul 19, 2012 1:41 pm ] |
Post subject: | Re: Time Sensitive Objectives |
Hi Rich I think this idea has some validity in specific situations. For example all Napoleonic armies had lines of communication occupying them and cutting them off for a period was a very effective strategy. These new vp hex types could work really well as 'line of communications vp hexes' in particular the large Waterloo historical scenario would benefit greatly from these. (I talking the big map one). This is because they would force the French to turn on the Prussians on the 16th as Napoleon did to avoid a movement against his communications. This would stop the usual highly effective charge up the pike towards Brussels strategy. However using them too much would make the battles a game of occupying positions so it will be a balance. Just my thoughts regards |
Author: | Jim Pfleck [ Thu Jul 19, 2012 2:57 pm ] |
Post subject: | Re: Time Sensitive Objectives |
check out one of the Paris scenarios in 1814. It has this (although not hard coded). |
Author: | Al Amos [ Thu Jul 19, 2012 4:54 pm ] |
Post subject: | Re: Time Sensitive Objectives |
Rich, It works in Paul's Ancient Wars series. I think it would work here, too. Also, I'd like to see delayed exit hexes. This could be used to simulate rear-guard situations. The defending army would have to stay on the map for a set number of turns, then an exit hex for them would become active after said number of turns allowing them to get away, and earn points for it. It could make life challenging. |
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