Now that the game is in early-release, a few questions/comments:
- Night scenario (Rebecca can you see me), the target was in a building, and I successfully launched a starshell over the target twice, because the first starshell did not seem improve my chance of spotting the target . The second time I laid the starshell (right over the first one), my chances of spotting actually went down (from 50 to 33 pct i think). Not sure starshells are working properly.
- Why only a 33% chance of success on starshells and smoke? Aren’t these just grenades and flares that you throw/launch? Were the real-life chances of lighting up a few bits of battlefield 33%?
- I did well in the starter scenarios. However, I was 0-10 in the Normandy pack at one point. Not being the best tactician, I mostly just ran out of time. It would be a good feature for non-grogs to extend scenario lengths more than just a few turns (or, better yet, turn off time limits).
- Explain the use of gammon bombs in the rules. Not mentioned in core or Normandy rules.
- Playing one of the Nam scenarios (Ap Bac), a Viet Cong mortar unit was shredding me with mortar fire from twenty hexes away, with incredible accuracy (6 for 7) and without any visible spotters or line of sight. Are there invisible spotters in that scenario? One sniper appeared early and i killed him, so he couldn’t have spotted. Also, this single mortar unit self-rallied twice and was impervious to the adjacent unbuttoned M113 firing on it for 3 straight turns without effect (more on that below).
- Same scenario as 6 (Ap Bac). Unbuttoned M113 (FP 4), placed inside a light jungle hex, had a 10.9 % chance of effect on a spotted viet cong stack 2 hexes away in clear terrain. Huh? Meanwhile, a regular arvn squad with half the FP, also in a light jungle hex, but 3 hexes away from the same target, had a 62% chance of effect. I’m finding armored units/vehicles to be extremely underpowered in ways that don’t make sense.