herwin
Posts: 6059
Joined: 5/28/2004 From: Sunderland, UK Status: offline
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If you work with 5 mile hexes, 2 turns per week, and divisions/brigades, you can justify zones of control, since game units can't react the way they do in reality at that mesh. With 5 mile hexes, divisions/brigades, and one-day turns, zones of control cannot be justified, but you have to model formations and their effect on movement rates and combat power. The game uses 60-mile hexes--which means ZoCs are not just invalid; you must model within-hex combat and holding partial hexes. At a scale of 5 mile hexes, etc., delaying actions can be modelled by ZoC entry costs, with mobile units being able to retreat once slower enemy units deploy--the critical issue is relative movement rates. At a scale of 60-mile (100-kilometer) hexes, all of this takes place within the hex. At that scale with one-day turns, a force attacking a defensive position advances a kilometer or two a day (basically nil); advancing against a delaying action, it gains perhaps 10 kilometers a day (15 at most), and pursuing a retreating defender, it gains about 25 kilometers a day. Artillery bombardment has exactly no effect on a retreating defender--they aren't there to be hit. You can't even prevent a retreating force from entering a hex where you have troops, unless those troops can hold the entirety of the hex. Note that partial ocean hexes are basically just a bit easier to capture as a whole. Atolls and the like have no strategic depth at all (perhaps 5-10 kilometers at most), so a strong shock attack is all that is needed to capture them.
< Message edited by herwin -- 8/6/2007 8:31:34 PM >
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Harry Erwin "For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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