Duel at the Valkyria Chronicles Corral
Mar 11, 2011 9:28:45 GMT -5
Post by hidetoshidecide on Mar 11, 2011 9:28:45 GMT -5
Where I can post some additional thoughts while safely ensconced on my rotting throne of cypress, safe from the bleating cries of chilluns who react negatively to game discussion on a games forum.
Yesterday I messed around a bit with the Ghirlandaio and Jaeger's Tank missions.
Ghirlandaio - Run a scout carefully up the right side (I suppose you could do the left, as well, but I always went right) and capture a base behind the tank, spawn the lancer from the base and then have them take out the tank.
There are three tanks in the initial assault on Ghirlandaio. One is located in the first line of imperial defenses, and the other two are in the second line, behind the wall and minefield. All three are initially set up with their fronts facing perpendicular to the Gallian axis of advance, which does in fact expose their rear radiators.
However, your strategy won't work, for a variety of reasons. The most important is that if you don't kill them on turn 1, the tanks move from those exposed positions. The other, related to this, is that while you can base warp in VC1, you have to wait a turn for the unit to show up. So even if you are able to capture the base that is in the rear of the two tanks in the second line of Imperial defenses- which is unlikely, I would add, because it's defended by a heavy gatling gun, which is a hard(as opposed to soft) target that will be difficult for a scout to destroy on its own. Even if/when you do warp in a lancer via this base, his/her LOS and movement will be severely restricted by the switching yard structure and minefield in front of the base in question.
One way of doing things is to sweep up the right side of the map with a scout and shocktrooper on turn 1. There's an imperial scout/shocktrooper(I forget which) along this route which can be easily defeated, and put you in position to fire away at the rear of the tank in the first defensive line. It has 1500hp and can be easily destroyed with a shocktrooper. You can then continue to move your scout along the right side of the map, around the Imperial defensive wall and into the rear of one of the two tanks in the second line of defenses. It also has 1500 hp and can be destroyed in a couple of activations by a scout.
However, the same strategy will not work on the left side of the map. The tank on the left(Imperial right) has 2500hp and can't be destroyed by an unboosted scout in any reasonable amount of time- certainly not by the end of a turn 1 in which you have also destroyed the other two tanks.
So even employing this optimal strategy, which relies on prior knowledge of the scenario, you're still left to deal with at least one tank in a very strong position- hull down due to the wall, protected in the front/side by the minefield.
Two points leap out at me here. The first is that a player is very unlikely to play the scenario this way on their first time through the game, thus they will have to deal with two or even three of the tanks in much stronger positions from turn 2 onward. The second is that the sort of multilayered defense the Imperials have at Ghirlandaio, where multiple, mutually supporting defensive belts must be overcome, cannot be recreated in VC2. The maps just aren't big enough or open enough.
Jaeger's Tank - Move the Edelweiss up to the closest base and capture it, then end your turn. On the next turn, you'll have enough command points to blow its armor off in a single turn by repeatedly spamming it with a lancer, then you can either run another up behind it or just kill it from the front.
The tank I was referring to in this mission is in the base, and supported by several Imperial shocktroopers. Also, tanks can't capture bases.
The first time you played VC1, the tactics to succeed weren't as obvious.
I beg to differ. I have been playing tactical wargames like VC for 15 years or so. VC owes a lot to games like Steel Panthers, Squad Leader, and Combat Mission. The tactics it requires are not terribly
different from those you'd use in any squad level tactical WWII wargame, and that's what I cut my teeth on.
It doesn't matter how big a map is when your objective is so streamlined. When you're under assault from multiple directions and forced to hold down multiple objectives (ala VC2), it's a lot more difficult than to just run to a particular area and capture it (which is most of what you did in VC1). Huge maps often hurt the mechanics of VC1, making it so that expediently finishing a mission required taking the unit with the most movement (the scout) and having them zip from point A to point B.
Oh, but it does matter. See above comments about the Imperial defensive works at Ghirlandaio.
I did like the defensive missions in VC2 more than much of the other content, but ultimately I felt that they were a valiant failure. The game's AI just wasn't up to the task, probably aided and abetted by the smaller number of on-screen units. When I played a defensive mission, the AI always came in piecemeal and got slaughtered.
Yesterday I messed around a bit with the Ghirlandaio and Jaeger's Tank missions.
Ghirlandaio - Run a scout carefully up the right side (I suppose you could do the left, as well, but I always went right) and capture a base behind the tank, spawn the lancer from the base and then have them take out the tank.
There are three tanks in the initial assault on Ghirlandaio. One is located in the first line of imperial defenses, and the other two are in the second line, behind the wall and minefield. All three are initially set up with their fronts facing perpendicular to the Gallian axis of advance, which does in fact expose their rear radiators.
However, your strategy won't work, for a variety of reasons. The most important is that if you don't kill them on turn 1, the tanks move from those exposed positions. The other, related to this, is that while you can base warp in VC1, you have to wait a turn for the unit to show up. So even if you are able to capture the base that is in the rear of the two tanks in the second line of Imperial defenses- which is unlikely, I would add, because it's defended by a heavy gatling gun, which is a hard(as opposed to soft) target that will be difficult for a scout to destroy on its own. Even if/when you do warp in a lancer via this base, his/her LOS and movement will be severely restricted by the switching yard structure and minefield in front of the base in question.
One way of doing things is to sweep up the right side of the map with a scout and shocktrooper on turn 1. There's an imperial scout/shocktrooper(I forget which) along this route which can be easily defeated, and put you in position to fire away at the rear of the tank in the first defensive line. It has 1500hp and can be easily destroyed with a shocktrooper. You can then continue to move your scout along the right side of the map, around the Imperial defensive wall and into the rear of one of the two tanks in the second line of defenses. It also has 1500 hp and can be destroyed in a couple of activations by a scout.
However, the same strategy will not work on the left side of the map. The tank on the left(Imperial right) has 2500hp and can't be destroyed by an unboosted scout in any reasonable amount of time- certainly not by the end of a turn 1 in which you have also destroyed the other two tanks.
So even employing this optimal strategy, which relies on prior knowledge of the scenario, you're still left to deal with at least one tank in a very strong position- hull down due to the wall, protected in the front/side by the minefield.
Two points leap out at me here. The first is that a player is very unlikely to play the scenario this way on their first time through the game, thus they will have to deal with two or even three of the tanks in much stronger positions from turn 2 onward. The second is that the sort of multilayered defense the Imperials have at Ghirlandaio, where multiple, mutually supporting defensive belts must be overcome, cannot be recreated in VC2. The maps just aren't big enough or open enough.
Jaeger's Tank - Move the Edelweiss up to the closest base and capture it, then end your turn. On the next turn, you'll have enough command points to blow its armor off in a single turn by repeatedly spamming it with a lancer, then you can either run another up behind it or just kill it from the front.
The tank I was referring to in this mission is in the base, and supported by several Imperial shocktroopers. Also, tanks can't capture bases.
The first time you played VC1, the tactics to succeed weren't as obvious.
I beg to differ. I have been playing tactical wargames like VC for 15 years or so. VC owes a lot to games like Steel Panthers, Squad Leader, and Combat Mission. The tactics it requires are not terribly
different from those you'd use in any squad level tactical WWII wargame, and that's what I cut my teeth on.
It doesn't matter how big a map is when your objective is so streamlined. When you're under assault from multiple directions and forced to hold down multiple objectives (ala VC2), it's a lot more difficult than to just run to a particular area and capture it (which is most of what you did in VC1). Huge maps often hurt the mechanics of VC1, making it so that expediently finishing a mission required taking the unit with the most movement (the scout) and having them zip from point A to point B.
Oh, but it does matter. See above comments about the Imperial defensive works at Ghirlandaio.
I did like the defensive missions in VC2 more than much of the other content, but ultimately I felt that they were a valiant failure. The game's AI just wasn't up to the task, probably aided and abetted by the smaller number of on-screen units. When I played a defensive mission, the AI always came in piecemeal and got slaughtered.