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Shaposhnikov
01-31-2006, 05:37 PM
Folks, is this a "Historical" game, or as (?) pointed out, a game of special abilities?

And, if it is supposed to bear at least a passing resemblence to the historical base case (Lapsing into operational research techno speak there), where are the Russian Machine Guns and Mortars?

I'm really disapointed that as far as I can tell, the "HHR" folks seem obsessed with getting the Germans "right", entirely neglecting the problems building an effective Russian force.

Danyel Phelps
01-31-2006, 05:55 PM
HHR can't do a Russian mortar because the game doesn't have one. I don't see why that's the fault of HHR.

Arontje
01-31-2006, 06:02 PM
Indeed, hrr fixes current units, not inventing new ones.


I think this is a cool fast playable game with historic background. More historic when you play by nation or year.

PatrickWR
01-31-2006, 06:15 PM
And, if it is supposed to bear at least a passing resemblence to the historical base case (Lapsing into operational research techno speak there), where are the Russian Machine Guns and Mortars?


They are somewhere in development at Avalon Hill, having yet to be released. Be patient -- they'll arrive.

Bobsalt
01-31-2006, 06:20 PM
HHR was started specifically to address issues with the existing rules and units, and make them more "true to history or realism". Every unit - including the Russians - in the first two releases was at least looked at to address things such as what we believed were incorrect stats, unrealistic abilities, and costs that were too high or too low. Some units underwent major changes - a few weren't touched at all. A&AM seems to have more of a "kiddie" approach than many of us want - the HHR project is an attempt to make the game less "kiddie" and more of a true "light tactical wargame."

Developing new units is not something that's really our place to address. We can't produce a miniature even if we came up with a unit, and any unit we did produce would be obsolete the moment the same unit was released by WotC. It's also one thing to take a unit that's already been developed and adjust its stats and abilities to other units in the game - it would be something else altogether to create new units out of whole cloth. And where would we start? Everyone would have their own "pet unit" they would want done first - for you, a Russian mortar, for someone else, Canadian infantry, the next guy wants a regular US Marine - you get the idea. I don't speak for all the other HHR committee members, but I personally do not see us ever creating new units.

There may be a Russian mortar in Set III. If there is, it will be reviewed with all of the other Set III units for Version II of HHR. If there isn't one, we won't be looking at it. In the meantime, you might try using the US mortar with the Russians, since you don't have a true Russian one. A lot of players do that with the Vickers gun for both the US and Russians. I know that's not a great answer, but it's one of the prices we have to pay if we want to play a collectible game.

Vulturedoodle
01-31-2006, 08:15 PM
I'm really disapointed that as far as I can tell, the "HHR" folks seem obsessed with getting the Germans "right", entirely neglecting the problems building an effective Russian force.
Obsessed. That's an interesting word choice. Maybe so.

If you're disappointed, a Russian mortar (and in many opinions they made the best in the war) should be a simple thing to create. Show us your talents.

--SEF

SSG_Huble
02-01-2006, 09:40 AM
...and then she walks in wearing a slightly modified fruit rollup carrying a saddle and some jumper cables,...

:confused:

...Oh, sorry,...

...its not that kind of fantasies you were referring to,...

...my bad.

:rolleyes:

Hiro
02-01-2006, 09:44 AM
...and then she walks in wearing a slightly modified fruit rollup carrying a saddle and some jumper cables,...

We you at the same bar I met my last girlfriend? :D

Domhnall101
02-01-2006, 10:09 AM
Obsessed. That's an interesting word choice. Maybe so.

If you're disappointed, a Russian mortar (and in many opinions they made the best in the war) should be a simple thing to create. Show us your talents.

--SEF

I have a vague memory of the Russians prefering larger calabre mortars 60lb and up but I might just be halucinating (something to do with fruit rollups)

Geobaldi
02-01-2006, 10:47 AM
We're only one expansion into the game, for goodness sake!? To bring it into perspective, go find out how many expansions Star Wars CMG has, or D&D Minis. Or if you're looking LOOONG term, look at Magic: The Gathering and Mage Knight.

There will be PLENTY of time for bringing all the armies up to full range. And until then, just use an M2 Mortar is proxy of a Russian mortar.

You don't see me waiting for a British Lee? Nope, I'm quite happy to use the U.S. carded ones I have now with my Stuarts, Valentines, Crocodiles and Cromwells.

Will they ever put out a british carded lee? Maybe. But until then, mine work just fine as is.

The Vickers machine gun is effectively the same as a maxim, they're both basically victorian era technology, both water-cooled, why not use those and call them maxims until true maxims arrive?

Homer
02-01-2006, 11:15 AM
SWM minis is only up to 4 sets. 60 per set with some repeats of the common tropper level stuff so you don't have the same pose for every one if you want to use a bunch. We have the same thing over on the SWM boards where everybody has mini they want to see in a set. Biggest huh? ones I can think of off the top of my head are putting out the base set with 5 of the 6 bounty hunters from ESB. Still 2 more sets to go before we see number 6. Also have to wait for that set to get snowspeeders to use with the AT-AT we already have.

Comassion
02-01-2006, 01:30 PM
There's a simple reason why we address more German units than Russian ones..

There are 12 Russian units and 25 German units in the game at present. Without counting, I think that at this point the Germans have more units than any other nation. So it should not come as a surprise that HHR seems to discuss more German units than anything else. Not only do they have more units, but that's also where most of the percieved imbalances in the game seem to be, so it becomes an area of great interest to HHR's mission.

What, exactly, are the problems with building an effective Russian force? If there are problems with the current units, then it's something we can address. If it's the fact that there are no long-range Infantry available, then that's up to Avalon Hill.

I also have units that I want AH to release. If you really want that Maxim machinegun, or a Stug, or a .50 cal, nobody's stopping you from coming up with your own appropriate stats, or substituting a Vickers in for a Maxim. Part of the beauty of this game is it's simplicity - it's really, really easy to make your own units.