5 thoughts on “Guam, Combat, CRT and Scale

  1. Yeah, the combat scale on the CRT seems a little off. They have the 5 to 1 roughly double that of the 2 to 1. Realistically, what is on the 5 to 1 should really be on the 4 to 1, and the 5 to 1 should be even better for the attacker. Consider the 5 to 1 to be something like:
    1. 2/1
    2. 2/1
    3. 1/1
    4. 1/2
    5. 2/3
    6. 1/3
    7. 2/4
    8. 1/4
    9. 2/5
    10. 1/5
    11. 2/6
    12. 1/6

    That would make the 5 to 1, which doesn’t sound like an easy feat to accomplish, coupled with a high DRM, and a good die roll would mean you could inflict some noticeable losses on the defender.

    Also, I thought you mentioned that the owner could opt to take the losses as retreats instead of actual losses. Reminds me slightly of “Blood & Sand” that I played recently. B&S made it a little better by saying that the FIRST hit had to be taken as a loss, and any additional could be taken as a retreat per unit per hit inflicted. Thus if 4 hits were done, the first would be taken as an actual loss. The 2nd, 3rd, and 4th could be taken as retreats. However, if the number of units in the hex are less than the number of hits inflicted, those units would have to take extra hits as well as retreat. So if only 2 units were in the hex, the first could retreat, using the 2nd hit. The second unit could retreat, using the 3rd hit. And then one of those two units would have to actually take a hit to use up the 4th hit.

    Now I’m not saying to modify the game in the middle of playing, unless you feel that it is really not working correctly and that it is pointless to finish up the game. But looking at that CRT I think their combat losses are a smidge off considering the scale/combat ratios.

  2. I’ve seen a similar criticism of the Kursk games, i.e. too dense a scale.

    On another note, I assume the Rick Barber Waterloo maps were done for this publishers games?

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