Panama
Posts: 1362
Joined: 10/30/2009 Status: offline
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quote:
ORIGINAL: madner quote:
ORIGINAL: Panama Let me point out something. A hex located next to a unit is not unopposed. It is assumed that a unit occupying a hex is contesting the adjacent hexes through active patrols and zones of fire. This has been a wargame standard since zones of control have been used. It just happens to be a fairly accurate representation of the real world. So, a hex adjacent to a unit is not easily traversed and since it's not a stroll in the park but a stroll through a combat zone care must be taken and that consumes time. More time equals more movement points since movement = time which is what this whole discussion is about, isn't it? That's why there are things like disengagement attacks even when moving on the flank of a unit hex to hex. To represent the fact that the hex is not unopposed. Let me add, even if you wouldn't let me. The discussion has nothing to do with ZOC costs. I don't give a hoot about ZOC costs. The problem is a unit having an effect on a hex before it's even there in a movement/time sort of way. Combat takes place on round one of ten and consumes one round. Blocking unit takes 75% of it's movement to get to blocking position which in a half week turn is a couple days after the defending unit retreats yet it somehow manages to prevent the retreat. Beam me over Scotty. What war game standard . That is a logical fallacy, you are trying to avoid arguing by claiming some sort of conses on the issue. I'm just appalled that you have an issue with encirclement due to realism but take mp issue on that. Combat zone due to field of fire and active patrols in a hex that can be as large as 50x50km The typical German brake trough frontage for a panzer division was about 2km. Your lesson for today Little Grasshopper: In board wargames, zones of control (ZOC) represent the tiles adjacent to tiles occupied by objects. For example, in hexagonal tiled maps, the six hexagons adjacent to the hexagon occupied by a unit would be considered to be in its "zone of control." Zones of control commonly are used to represent the portion of the map over which a military ground formation has a direct influence, due to the range of its weapons and the distance its sub-units may deploy from its center of gravity. Game rules often include specific effects associated with a zone of control. Typical effects include one or more of the following: Destruction of retreating enemy units. Enemy units must be attacked. Increased movement cost. Interdiction of enemy supply lines. Partly negate enemy zone of control. Prevent further movement, including voluntary advances or retreats. Reveal hidden enemy units. Zones of Control also represent the indirect effect a formation has on the movement rate of an enemy unit in its vicinity. That is, units deep behind friendly lines, and so outside enemy zones of control, may move almost at road speed under many conditions, while once they approach an enemy unit - and so enter its Zone of Control - their movement rate should slow dramatically, perhaps only to yards per hour, which in game terms is indistinguishable from stopping in the presence of the enemy. Zones of control come in many forms, including fluid (sometimes called elastic), rigid and locking. each type being judged by its effect on an enemy unit. For example, a fluid zone of control increases the movement cost of an enemy unit in its grasp (that is, it slows the enemy unit's speed); a rigid zone of control will force enemy units to stop and a locking zone of control will prevent an enemy unit from voluntarily leaving its position without combat. A zone of control may produce almost any combination of effects the game designer wishes. Depending on what their designer is trying to represent zones of control may be cancelled by terrain features, such as mountains and rivers, by the presents of enemy units or even by enemy zones of control. Strategy computer games, such as the Civilization series, commonly use zones of control as a method to balance combat and grant extra strength to units in pairs. ********** Now, if you somehow disagree with gaming history, fine. It's not my problem. I've been around wargaming for almost 50 years. I do actually know something about it and the history of wargaming. Most especially boardgames. I have taken a trip or two into miniatures. Not to my liking but fun in it's own way.
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