In Wargame: Air Land Battle there were some maps that allowed for a more defense in depth or breakthrough play style. I don't remember the name exactly, but the idea was after reaching an objective and securing it as a zone with a command vehicle, you could spawn units forward of where the map edge was.
The reason why I suggest this is; it would allow for fast moving battle groups to have a function past phase A and into B. This would also require maps that had multiple villages, cities or forests to dig into and muster forces for a breakout. Having this mechanic again would allow for encirclement's on a greater scale and letting FJ and Airborne units really shine, promoting armored pushes and rescue efforts; not to mention panicked air campaigns in game.
I can see this is somewhat available on the Sword map, but maybe it should be turned on 90* and expanded about half the width on the long sides so the units have some separation. Recon and light vehicle units could start the skirmishes for considerably longer and recon planes would become more useful overall. This might have an effect on air loiter times being less useful, but, most planes spent their airtime in transit not loitering from what I know.
Pushing for this change on some maps and the addition of other maps is key to the success of communities that focus on team play and large battles. Not everyone plays for the small competitive plays that happen in 4v4's or smaller and the learning curve is high for the game without a teacher or experience in previous series from Eugen Systems. Most of the teaching that happens with new players I know comes from group play in 10v10s where you can afford to make a mistake or two and still recover, while watching other people play all variations of battle groups on both sides. You get the feel of battle and unit selection in those moments, not just being forced off the map and into a loss.
Even if the forward spawn point isn't something that can or will be done, making maps that provide for these movements is just as important to me and those I communicate with. I strongly suggest that these 10v10 maps be given high priority going forward so this community can recover from the last week of issues that took player population from above 4000 to about 1800 in a few days when I log on.
The reason why I suggest this is; it would allow for fast moving battle groups to have a function past phase A and into B. This would also require maps that had multiple villages, cities or forests to dig into and muster forces for a breakout. Having this mechanic again would allow for encirclement's on a greater scale and letting FJ and Airborne units really shine, promoting armored pushes and rescue efforts; not to mention panicked air campaigns in game.
I can see this is somewhat available on the Sword map, but maybe it should be turned on 90* and expanded about half the width on the long sides so the units have some separation. Recon and light vehicle units could start the skirmishes for considerably longer and recon planes would become more useful overall. This might have an effect on air loiter times being less useful, but, most planes spent their airtime in transit not loitering from what I know.
Pushing for this change on some maps and the addition of other maps is key to the success of communities that focus on team play and large battles. Not everyone plays for the small competitive plays that happen in 4v4's or smaller and the learning curve is high for the game without a teacher or experience in previous series from Eugen Systems. Most of the teaching that happens with new players I know comes from group play in 10v10s where you can afford to make a mistake or two and still recover, while watching other people play all variations of battle groups on both sides. You get the feel of battle and unit selection in those moments, not just being forced off the map and into a loss.
Even if the forward spawn point isn't something that can or will be done, making maps that provide for these movements is just as important to me and those I communicate with. I strongly suggest that these 10v10 maps be given high priority going forward so this community can recover from the last week of issues that took player population from above 4000 to about 1800 in a few days when I log on.
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