Fungwu
Posts: 161
Joined: 8/22/2007 Status: offline
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"Could get complicated. What happens if the partisans are intercepted? Would it resolve in normal combat, or would the effect be similar to moving adjacent to an enemy unit and receiving fire? " It would be the same if bombers get intercepted, the fighters shoot at the bombers, the bombers shoot at the fighters, the bombers take many losses. Except in this case, the military police shoot at the partisans, the partisans shoot at the police, both sides take losses. Basically the idea is to make partisans exactly identical to air units, except for the following: A very small radius, 4 hexes or 10 hexes or something like that. They can't use air bases, and air planes can't use their bases, but otherwise partisan bases are exactly the same as air bases. So the bases are placed by the scenario designer, and you can only move units from one base to another, etc. Air units on air superiority don't intercept partisans making interdiction, or combat support strikes, and military police on anti partisans duty don't intercept air planes, but otherwise the missions available to partisans are identical to air missions, air superiority=military police duties, if you take possesion of a partisan base with your ground units, you then station military police in them, the police are assigned a mission equivalent to air superiority, so they have a chance of intercepting any partisan missions and causing losses to those units. Probably could put a base in every town, so military police would operate out of the towns behind your lines. interdiction = partisan raids If you put your partisans on this mission it is exactly like air interdiction, any movement within the radius of the unit, in this case just a few hexes, possibly comes under attack, the partisans shoot at the unit, cause a few losses, and the unit moves on. Also the enemy theater supply level is lessened. (does a unit hit by an interdiction strike fire back?) This represent partisans laying mines in the road, sniping at columns moving past, laying ambushes and then fleeing, derailing trains, etc. combat support = partisan attacks You can set your partisans to make a specfic attack against a unit, just like an air strike they shoot at the unit, the unit shoots back, then the partisans return to base. bridge strike = bridge strike The partisans go out, and try to destroy a bridge. If there is an enemy unit on the bridge, it fires at them. When you see an air unit on the battle field, the air base isn't really its exact location, at any given time, the air unit may be located at any given point within its radius. Applying the same idea to partisans, you get the effect of the partisans patrolling out in a radius from their base and making random attacks against targets of opportunity. I remember one scenario I played where my partisans appeared in my opponents turn, so he surrounded and killed every one of them before I ever got to issue any orders. I played another where enemy partisans were all over me, and invaded Austria taking over major cities, and putting ZOC over pazner divisions. Right now partisans don't really strike and melt away, sure they retreat all over the place if you attack them, but you can just split some useless motorized AA battalion and surround them every time. Under my proposal Partisans 1: Can make hit and run attacks 2: Can realistically affect supply, but not tear up an entire country worth of train track and force your opponent to play railroad tycoon. 3. Can't pin whole panzer divisions in place 4. Can be resticted to an area of operation decided by the scenario designer 5. Can't storm major cities of millions of people. 6. Can be added to big scenarios, without forcing players to put undue amount of attention to them.
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