Okay, I finally started a new playtest, but didn't get very far. Probably because I spent a lot of time looking at the new unit stats. The new weaker CC stats are more suitable. Those old 5a4d seemed artificially high. Need to throw out the old tactic of using the CC as the high defensive units in the van.
I had two games: one with very bad luck (lost Tambuk, Tokar, and two gunboats against Akasha) and one with very good luck. Guess which one I continued. In both, I used Agri's ploy of selling markets to raise the cash to RB in both cities.
It might be useful to allow city walls to be built, but at great expense.
So, on the reload (with amazing good luck in the NE), I was able to capture Kerma in May 1896.
Like Agri, I'm also not wild about so much dependence on luck to achieve a decisive victory. If my luck is bad on turn 2, then as he said, I'll have to capture all of Darfur to win big. IIRC, it took the Brits a while in RL to get control there. Just going to Shirkela, Kordufan, involved huge risk. Looking at the scenario map, I suspect it requires a Rwy to capture Darfur. I'm a little doubtful that such a line has ever been built. Wingate only talks about plans to do so in his 1916 memoirs.
My guess is that you have no withdrawal mechanism in the scen. After Omdurman, most of the Brits left, leaving the Egyptians to mop up. The operations turned into shoestring affairs, with barely enough troops to attack Fedil or chase the Khalifa. Instead of marching across Kordofan and Darfur, it could be more fun to simulate the historical final stage: a race against time with weaker but veteran forces (and no Rwy Engs). Can the Egyptians capture the Blue and White Nile regions before time runs out?
Having a withdrawal mechanism would also have an additional benefit. If the Sirdar dies, you could simply remove Brits and leave the Egyptians on their own.
A simple mechanism could involve a few British cities to serve as homes for the units to be withdrawn. A more involved one, which would make Fairline and me drool, would have cities named after individual units. To withdraw a unit raze its home with a ChangeTerrain. The main requirement is to disallow rehoming.
This may be much too much work for little benefit. However, if Agricola's observations are on target, you might want to revise the end game and/or victory conditions a little.
I had two games: one with very bad luck (lost Tambuk, Tokar, and two gunboats against Akasha) and one with very good luck. Guess which one I continued. In both, I used Agri's ploy of selling markets to raise the cash to RB in both cities.
It might be useful to allow city walls to be built, but at great expense.
So, on the reload (with amazing good luck in the NE), I was able to capture Kerma in May 1896.
Like Agri, I'm also not wild about so much dependence on luck to achieve a decisive victory. If my luck is bad on turn 2, then as he said, I'll have to capture all of Darfur to win big. IIRC, it took the Brits a while in RL to get control there. Just going to Shirkela, Kordufan, involved huge risk. Looking at the scenario map, I suspect it requires a Rwy to capture Darfur. I'm a little doubtful that such a line has ever been built. Wingate only talks about plans to do so in his 1916 memoirs.
My guess is that you have no withdrawal mechanism in the scen. After Omdurman, most of the Brits left, leaving the Egyptians to mop up. The operations turned into shoestring affairs, with barely enough troops to attack Fedil or chase the Khalifa. Instead of marching across Kordofan and Darfur, it could be more fun to simulate the historical final stage: a race against time with weaker but veteran forces (and no Rwy Engs). Can the Egyptians capture the Blue and White Nile regions before time runs out?
Having a withdrawal mechanism would also have an additional benefit. If the Sirdar dies, you could simply remove Brits and leave the Egyptians on their own.
A simple mechanism could involve a few British cities to serve as homes for the units to be withdrawn. A more involved one, which would make Fairline and me drool, would have cities named after individual units. To withdraw a unit raze its home with a ChangeTerrain. The main requirement is to disallow rehoming.
This may be much too much work for little benefit. However, if Agricola's observations are on target, you might want to revise the end game and/or victory conditions a little.
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