Wargame's maps: Three Miles Island (II)

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[EUG]MadMat
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Wargame's maps: Three Miles Island (II)

Postby [EUG]MadMat » Tue 22 Sep 2015 13:12

More gameplay details about the porting of the classic "Three Miles Island" map to Red Dragon, with the comments of the designer team about their work.
http://aoa.eugensystems.com/wargames-ma ... ers-diary/

You may have read those comments in preview on the forum, but it will still get you an opportunity to check the gameplay zones for each variant.

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Re: Wargame's maps: Three Miles Island (II)

Postby Fade2Gray » Tue 22 Sep 2015 14:17

All those pretty trees...

I'm definitely loving how you guys are going overboard on cover for these maps. With most normal maps being rather bare with treelines or just swamped to the point where its an infantry/air spam game, this will be a very welcome change of pace. Getting pretty excited to try these maps out.
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Re: Wargame's maps: Three Miles Island (II)

Postby Ultimaratio » Tue 22 Sep 2015 14:32

Seems you guys put a lot of effort into the maps, what is very much appreciated. I already see tons of glorious battles coming.
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Re: Wargame's maps: Three Miles Island (II)

Postby CandyMan » Tue 22 Sep 2015 14:41

I feel sorry for fuel inefficient Japanese units.
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Re: Wargame's maps: Three Miles Island (II)

Postby Razzmann » Tue 22 Sep 2015 14:46

CandyMan wrote:I feel sorry for fuel inefficient Japanese units.

Well, the Kyu Maru Shiki now costs 180 instead of 170 points :lol:

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Re: Wargame's maps: Three Miles Island (II)

Postby [DAY]Topspin2005 » Tue 22 Sep 2015 15:32

Looks very interesting! ;) 8-)

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Re: Wargame's maps: Three Miles Island (II)

Postby another505 » Tue 22 Sep 2015 15:59

Seems great ! :lol:
Glad to know that amphib assault has been given a new chance in life, indeed it is terrible for 38/flood
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Re: Wargame's maps: Three Miles Island (II)

Postby Greyhound » Tue 22 Sep 2015 16:32

Looks very good.
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Re: Wargame's maps: Three Miles Island (II)

Postby Mike » Tue 22 Sep 2015 17:06

Erased my worry. Looks very nice!
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Re: Wargame's maps: Three Miles Island (II)

Postby raventhefuhrer » Tue 22 Sep 2015 17:11

So I appreciate the new maps, and this one in particular looks like you guys put a lot of thought into it. Some constructive criticism:

I worry that there isn't enough cover on the one-point plateau zones, and they look like bowl-shaped kill zones that will be difficult to fight over.

Also, if you guys want to work in amphibious assaults, islands with cover in the river is a great idea, but it's only a start. Amphibious assaults are doomed in RD for a variety of reasons, but chief among them is the following two.

1) Tanks, as the main instrument of offensive warfare, get left behind. This means that you can only really cross with infantry, and select supporting vehicles, which have little or no capability to engage enemy tanks outside of very close range. So, even if you can make it to the other river bank and find it undefended at the waterline, your attack then has nowhere else to go. It's 'stuck', because you have no durable armored units or powerful AA to protect you - they're on the other side of the river.

2) which leads to the next point. The rapid response time of aircraft and artillery means that your vulnerable and tenuous foothold across the river can be subject to almost immediate, debilitating counter attack. You can get bombed and shelled into oblivion, or at least slowed down to the point that the enemy can bring in the one or two tanks necessary to neutralize your progress.

So with amphibious attacks, it's an enormous amount of effort, and probably a lot of points invested for something that has very little potential to pay off, even if technically successful. On a map like 38th Parallel you can cross the river, into a zone, and neutralize it - on this map it works good because you need to go no further than the river's edge. On any other map, without the power of tanks and the support of your non-amphibious assets, your riverine assault has nowhere to go and no way to project power.
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