murx
Posts: 245
Joined: 3/6/2001 From: Braunschweig/Germany Status: offline
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quote:
ORIGINAL: golden delicious To deal with the most egregious example you raised- that of the unit slipping into the rear of defenders with the last of its move whilst others attack frontally with the first of theirs, one can at least rationalise this by the idea of a forced march (in a one day turn, the flanking unit might travel 30km in the first eight hours and spent the rest of the day largely recuperating), and that the unit might arrive just as the attacked unit is retreating, cutting up its retreat and causing the unit to evaporate. This might be close to realism in 1/2 day or day scale scenarios - but probably not in the bigger ones quote:
Note in this connexion that a unit cut off in this way will remain in supply, and when it evaporates half of the lost equipment will return to the stockpile. On a side note - the way equipment is recovered bugs me a little too - I can agree with soldiers returning to the stockpile, but for heavy equipment (or even worse with planes) it heavily depends on who 'owns' the battlefield afterwards - guess where the German T-34 came from :) - I remember reading something about a heavy tank unit of the Germans in the Ardennes offensive - the soldiers came back but none of their tanks (no fuel). quote:
Even worse is the fact that combat can 'burn up' those tactical rounds like a short fuse. Not only is it more then often next to impossible to determine how long a single battle will take You need to play the game more, then. It sounds like you are relying very heavily on the combat planning dialogue. Discard this- it is not helpful for assessing combat odds. Once you get a feel for what will work, you won't find yourself having unexpectedly extended attacks anything like as often. I dont rely on the planning dialog (funny medium losses/good chance with one division attacking results in 100 squad losses - attacking with three divisions results in very light losses and excellent chances and 110 squads loss how funny .... those attacker/defender % infos are corporate statistic stupidity - nice numbers, nice pie chart - no info; real info would be 3 attacker per 1 defender infantry, 1:1 for tanks and so on - attacker 50% defender 50% sounds nice but when you read it was Rambo and his friend against a Russian division...) quote:
Personally I think the 'proper' way of implementing Tactical Rounds is by giving each unit 10% of their movement points at the start of the turn and each time the player advances one round each unit gets another 10% of their MP. That's not a system of combat rounds. It's a system whereby the player gets ten (very) short turns in succession. Given that, on the whole, leg infantry units don't have more than 13 move in a turn, your system would make it impossible to differentiate the costs of moving into certain terrain, other than with a massive re-write. I should write what I think - I meant each turn 10% of the total movement allowance of the unit is added - so if a 13 move infantry would have 1 MP in first turn - if it does not move it has 2 in turn 2, 4 in 3, 5 in 4, 6 in 5, 8 MP in 6, 9 in 7, 10 in 8, 12 in 9 and in the last 10th round it has 13 (if it has not moved at all). Thus this infantry unit could move into a wood hex which requires 3 MP in the 3rd round (or later) - but not immediately. quote:
A simple approach for supply could be 3/40 of the current supply system per Tactical Round in the moving players turn(which would allow units to move one their first round into a better supply location in the second round - realistic, nay? especially in week long turns) and 1/40 per round in the ther players turn (of course units out of supply get the same partial reduction per turn). This would work- in those scenarios where force supply is either exactly forty or exactly eighty. I'm not aware of any examples. Where is the need to have multiples of 40? Floating point instead of integer? or instead of 100% using 10000%%? This should give enough precision with rounding. I always thought computers were invented for 'complex' calculations murx
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