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Jeronimon
Senior Member
Brigadier

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Posts: 1916
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November 2007
Re:RBF: Red Barricades Factory Mon, 12 February 2018 08:40
The benefit of the commissar is that it teaches you to plan ahead and forces you to have a long term strategy. A lot of beginning players need to learn that lesson.

You don't just play your best card and hope for more and you don't just react to your opponents strategy.

The commissar teaches you to be better at Memoir'44. Cool
      
waltero
Member
Tenente Colonello

Posts: 71
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January 2008
Re:RBF: Red Barricades Factory Thu, 15 February 2018 04:16
Yah, I get that.
What have you to say about advanced Scenario's?
To my understanding, every "Special unit brings something "positive" to the Battle board.
A commisar brings nothing!

Don't get me wrong, I'm Ok playing scenario's that have Commissar's, but when the cards aren't any help and your units (dice) can't hit a thing, I would like the Commissar to produce some kind of benefit. I can't use my Commissar!
I don't think they put to much thought into it. I'm guessing the Game designer has something against Commissars. Confused
      
sam1812
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Brigadier General

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Posts: 2665
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August 2006
Re:RBF: Red Barricades Factory Thu, 15 February 2018 05:18
In many cases, units with a special advantage also have a disadvantage so they don't become too powerful. For example, SWAs have special attacking abilities, but they can't take ground, and either they can't move and battle (early war) or they can't use their special privilege when they move and battle (late war). Engineers defuse a minefield when they move onto it -- which is an advantage, except when you'd rather have them battle from that hex. Tank Destroyers have longer range and battle with extra power against armor and have other advantages, but they're more vulnerable to non-infantry attacks, and they can't overrun.

However, that's not a hard and fast rule. For example, there's no downside to the Marine Gung-ho rule or the British Stiff Upper Lip rule. Special Forces infantry and armor have no downside. Supported Infantry and Supported Armor gain advantages, but no disadvantages.

In the case of the Commissar, assume that the balance is taken into account in the scenario design, with the protection for the troops and number of units.
      
Antoi
Senior Member
Bring Boys Back Home

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March 2005
Re:RBF: Red Barricades Factory Thu, 15 February 2018 12:36
waltero wrote on Thu, 15 February 2018 04:16

Yah, I get that.
What have you to say about advanced Scenario's?
To my understanding, every "Special unit brings something "positive" to the Battle board.
A commisar brings nothing!

Don't get me wrong, I'm Ok playing scenario's that have Commissar's, but when the cards aren't any help and your units (dice) can't hit a thing, I would like the Commissar to produce some kind of benefit. I can't use my Commissar!
I don't think they put to much thought into it. I'm guessing the Game designer has something against Commissars. Confused



Historical the commissar was not really a advantage in the field. Every commmander / general needed the approval of the commissar before orders where given. This to make sure the war was fought in political correct Confused
So the designer made the rule correct and I think Jeronimon has a good point in the commisar makes you a better player

Of course you can use your own rules. for example something with ignoring flags as the commisar made you fight until the bitter end.
      
Quit2
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Advanced Historian

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July 2007
Re:RBF: Red Barricades Factory Thu, 15 February 2018 13:29
In any scenario I'd design with a commissar, the advantage of the commissar would be in the design, but not necessarily noticeable by the players.

The commissar played a valuable role in steering troops away from the idea of desertion. In consequence, I'd give the soviet player 1 or 2 extra units compared to what I'd give that side normally.
They could have added this as a rule on the card "after setup, the soviet player places a standard infantry unit on an unoccupied hex adjacent to one of his units.", but they chose to leave it up to the designer.

Actually, I have some rules I apply for myself when designing scenarios.
- US: standard to which the other modifiers a weighed
- Nazi-germany: higher number of specialised troops, combat engineers, SWA, Flak'88, half track, …but a lower total unit count.
- Soviet: mainly standard troops, but higher unit count of every type. With commissar, even higher unit count.
- Japan: higher number of infantry, lower number of armour. Lower number of specialised troops. Snipers.
- UK: lightly higher number of tanks, especially for desert scenarios

Of course, all this is subject to scenario specific reasons to deviate from these rules.
      
tank commander
Senior Member
I Love Pineapples

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Posts: 2620
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October 2004
Re:RBF: Red Barricades Factory Sat, 17 February 2018 17:10
waltero wrote on Wed, 14 February 2018 22:16



I'm guessing the Game designer has something against Commissars. Confused


Ummm, I think most of the Red Army had something against the Commissars. They probably dispensed with more of their own troops than that of the enemy. Rolling Eyes

      
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