IronDuke_slith
Posts: 1595
Joined: 6/30/2002 From: Manchester, UK Status: offline
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quote:
ORIGINAL: Moose 4075 The two items that I think I keyed in on the most were the we-go system (I think that's the best way to do a wargame there's just so few of them that way) and the attention to the use of artillery and air for interdiction. I also like the attention to chain of command, as long as there's a user friendly way to make sure you're not accidentally doing things to mess up unit cohesion. So one thing I wonder about; my understanding is that Battlefields doesn't track the men and equipment in the units, so I was wondering what method is used to track the loss of fighitng ability (casualties) after combat? To me that was one of the biggest drawbacks of the early boardgames I used to play, all these units retreating from combat, but they're exactly the same as they were before. Moose, The units have a TOE rating. This starts whereever the scenario designer sets it (usually 100%) and declines through combat, attrition, interdiction etc. Therefore, A unit that starts with 100% TOE and a (for example) infantry attack strength of 10, will see that strength reduced to 9 when it loses 10% of it's TOE. The system is more complicated than that because there are a number of other factors under the hood exerting an influence on the combat values, but you get the drift. Interdiction from these sources (air and artillery) is indeed new, and quite historical. I think the game will portray artillery better than any system has done before. Regards, IronDuke
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