From: Mansfield, Ohio USA
I'm glad to know the tornado missed you: last year I translated a book about winds and I was impressed by the destructive power of such phenomena.
As regards to ToTH, basically "The thrill is gone".
I played all the released scenarios, including the very last ones, and I came to the conclusion - supported by the many AAR I posted - that, despite the best efforts of their authors, they inevitably fall into one of two categories:
1) scenarios ending in easy Major Victory, with ridiculous loss rates due to the AI wimpiness.
2) scenarios where victory is utterly impossible (Best, to name one, where the only way to reach the farthest VP hex is to double time across a plain covered by German MGs).
I lost any hope to see the major faults of the game AI (lack of long range fire and omniscient OBA) acknowledged, let alone corrected.
UP844, you are right, of course, but as you know the limitations of TotH makes porting old ASL scenarios very difficult and many compromises are made in the
hopes that a new scenario will keep the "flavor" of the author's intent. Rico's scenarios have taught me a thing or two about thinking outside the box like when
I used brush to simulate a canal to allow for fording. It appears playtesting scenarios for balance has only demonstrated my limited abilities at TotH because I
try to create scenarios that I can win most of the time on the first play and still be enjoyable. I don't enjoy challenges that require multiple plays to win and I
believe there are those that might appreciate that. The trick to everything is knowing the AI but just when you think you figured out the AI's behavior it disappoints.
Anyway, the Editor is where players can adjust a scenario to increase the challenge. The scenarios are all open for modification for a TotH entusiast to explore and
that's all we can do.
+1 Couldn't of said it better Sam!
Blitz call sign Big Ivan.