Author Topic: Arrow IV direct fire  (Read 10028 times)

Weirdo

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Re: Arrow IV direct fire
« Reply #60 on: 26 March 2020, 09:23:15 »
Cannonshop - your blind BV setup just described 99% of the games I've ever played in the past decade.
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Colt Ward

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Re: Arrow IV direct fire
« Reply #61 on: 26 March 2020, 11:38:17 »
Its a matter of play styles- and WHY you play.

When I play table top, its a more friendly game though we do have competitions.  Terms are either set by the group's Chaos Campaign or the 1 off game's conditions (king of the hill, scan & run, etc).

But when I play MegaMek its either to push boundaries- Hellstar vs Osteon D mentioned before- or now its wargaming a campaign.  I am going to be kicking off a strategic map mini-campaign that while each side has forces with some strategic balance, depending on where the sub-units are moved could end up placing a mech lance facing two or more companies in combat.  But that is wargaming it out, and both sides going in should understand the objective IS to force mis-matches as part of reaching their final objectives.  If my medium 5/8/5 & 6/9/6 lance runs into a company of enemy mechs supported by a company of Vedettes . . . well, I am going to break for the nearest rough terrain to prevent the armor from keeping up and fire up the fastest enemy mechs so I can hopefully break contact to escape.  For me, its going to be exciting b/c the question is CAN I break contact- its not even about damaging enemy units, but rather avoiding the damage while getting off a contact report.  All while thinking about what other lances or companies might be in the area to see if I can get reinforcements to trap these two companies I found before they can reinforce or seize a great defensive position.  Its wargaming BT . . . which is not what everyone does or looks for . . .

So yeah, you two are talking past each other from different 'cultures.'
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Mohammed As`Zaman Bey

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Re: Arrow IV direct fire
« Reply #62 on: 26 March 2020, 14:42:50 »
I actually like playing unbalanced games with a specific victory condition. I even wrote scenarios for other games like that. But it is a game and should be fun for both sides. Even a campaign.

  A GM has to make a campaign interesting for as many of his players as possible. My players know that if they are looking for the "Easy" button for a reward in my campaign, it doesn't exist. Players in scout 'Mechs are given missions for scout 'Mechs, and not just act as fast, fragile targets on a battle map. If a scouting unit gets into a fight, he failed in his primary mission. To train people the value of scouting, and gathering intelligence on the enemy, scouts are sent out, usually alone, to determine the opponent's strength, numbers, location and movement, preferably without being seen, which may include some observation while out of the cockpit.
  If the scenario is PvP (and mine always are, as I recruit other players to act as OPFOR in order to make it a true double blind, even on the strategic level) then the force that does not want its position and forces revealed to the opponent assigns screening elements to prevent scouts from gathering crucial data. Aggressive commanders will send out small teams to hunt down enemy scouting units in what I call "Stooging" (from the Three Stooges eye poking routine) in order to blind the enemy. Cavalry screens were used during the Napoleonic wars to prevent the enemy from locating the main body of forces, as well as keeping the enemy from gathering data.
 
  I've had players as techs, commandos, even DS pilots, so I had to design scenarios suitable for them, as well. We had a player who had no interest in battlemechs at all, who commanded an all-vehicle unit.

  Set, balanced scenarios have a place, but reserve them for training the new people who don't know how to play.

 

Cannonshop

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Re: Arrow IV direct fire
« Reply #63 on: 26 March 2020, 17:24:03 »
Cannonshop - your blind BV setup just described 99% of the games I've ever played in the past decade.

I know, right? ;D  I think most of us from a certain generation of players (pre-megamek) wound up in that style sooner or later if they were at all involved in the larger community. (Mostly because campaigns were rare, and there was a lot of churn in the playerbase in terms of being ABLE to get together everyone regularly enough to sustain a campaign)

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Sartris

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Re: Arrow IV direct fire
« Reply #64 on: 26 March 2020, 18:13:01 »
I’ll leave the chess to people with time

If checkers is what I get to manage with three hours on a Saturday, that’s what I’m playing

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Cannonshop

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Re: Arrow IV direct fire
« Reply #65 on: 27 March 2020, 01:16:52 »
I’ll leave the chess to people with time

If checkers is what I get to manage with three hours on a Saturday, that’s what I’m playing

you do understand, if time is a problem...let's just say that I've seen duels take 8 hours to finish.
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Nav_Alpha

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Re: Arrow IV direct fire
« Reply #66 on: 27 March 2020, 01:51:54 »
  A GM has to make a campaign interesting for as many of his players as possible. My players know that if they are looking for the "Easy" button for a reward in my campaign, it doesn't exist. Players in scout 'Mechs are given missions for scout 'Mechs, and not just act as fast, fragile targets on a battle map. If a scouting unit gets into a fight, he failed in his primary mission. To train people the value of scouting, and gathering intelligence on the enemy, scouts are sent out, usually alone, to determine the opponent's strength, numbers, location and movement, preferably without being seen, which may include some observation while out of the cockpit.
  If the scenario is PvP (and mine always are, as I recruit other players to act as OPFOR in order to make it a true double blind, even on the strategic level) then the force that does not want its position and forces revealed to the opponent assigns screening elements to prevent scouts from gathering crucial data. Aggressive commanders will send out small teams to hunt down enemy scouting units in what I call "Stooging" (from the Three Stooges eye poking routine) in order to blind the enemy. Cavalry screens were used during the Napoleonic wars to prevent the enemy from locating the main body of forces, as well as keeping the enemy from gathering data.
 
  I've had players as techs, commandos, even DS pilots, so I had to design scenarios suitable for them, as well. We had a player who had no interest in battlemechs at all, who commanded an all-vehicle unit.

  Set, balanced scenarios have a place, but reserve them for training the new people who don't know how to play.

 

Ahhhh, that’s why I like wargaming with other vets. My wargaming group and I are a fan of smoke rounds, lots of smoke rounds, Envelopment and hull down ambushes. There’s also a lot of building of fire bases with interlocking lanes of fire and the ability to support each other.
You can tell half of us used to be tankers...

Hilariously, this is radically different to the people I role play with (D&D, Urban Shadows and such). With them, there’s a lot less planning...


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Sartris

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Re: Arrow IV direct fire
« Reply #67 on: 27 March 2020, 01:57:04 »
you do understand, if time is a problem...let's just say that I've seen duels take 8 hours to finish.

That’s abnormal, sorry. Not everyone gets to be so sophisticated

Sometimes a game can be fun without engaging in some kind of general staff-level simulation

If that makes me inferior I’m good with that

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Cannonshop

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Re: Arrow IV direct fire
« Reply #68 on: 27 March 2020, 14:40:29 »
That’s abnormal, sorry. Not everyone gets to be so sophisticated

Sometimes a game can be fun without engaging in some kind of general staff-level simulation

If that makes me inferior I’m good with that

I think we're miscommunicating.  This game, even at the simplest level of the rules, is a lot more complicated than most 'quick and easy' board games, you obviously like SOME complexity, or you'd be sticking to klikky-tek or games like CAV.
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