Rasputitsa
Posts: 2903
Joined: 6/30/2001 From: Bedfordshire UK Status: offline
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quote:
ORIGINAL: Apollo11 Hi all, The WitE is IGYG ("I Go - You Go") type of game where both sides play the same turn on same date! Thus, what you see as, for example, German attacker as solid encirclement is not considered solid encirclement in game engine terms - this is because the other side has opportunity to do something about it - the only "true" encirclement is the encirclement that extends to two (2) or more turns! Therefore if you really want to eliminate trapped enemy units in some pocked you should never encircle and attack in your single turn - you should encircle in your 1st turn and attack in your 2nd turn! This is all explained in manual BTW... Leo "Apollo11" I am aware of this feature in IGYO (one of the reasons I liked WIR WeGo so much), but in any combat one side, or other, usually has the initiative and moves, whilst the other side reacts. If a unit has moved behind another unit and has attacked it from the rear, then the movement options for the defending unit should be limited. If encircled units are in a position to be attacked then they obviously didn't do anthing about being encircled. Therefore, the defending unit has spent most of it's potential move, whilst the attacking unit moved up, if there had been no attack it probably would not have moved. It is then strange to see encircled units being attacked on the first of encirclement bouncing out to freedom. I don't see much problem in routed units' movement being limited by ZOC and positions of encircling units, they should not easily be able to bounce through enemy units and enemy ZOC. After all when it comes to a standard turn you cannot just leap units over enemy positions on the grounds that they are simply reacting to enemy movements. I am not saying that routed units should never escape (bounce out), as obviously this happened in reality, but there should be odds applied, or MP penalty, depending on whether the encirclement is solid enemy units, or has a proportion of ZOC. If there is no clear path then certain odds/MP will apply, if there is a path, but through enemy ZOC, then easier odds/MP will apply. The mass emptying of a pocket by all units should at least be subject to some traffic rules, I thought that there did not seem to be any restriction on how many units could pass through a hex in any one move. There should be some disruption factor if too many units try to pass through the same hex in the same move
< Message edited by Rasputitsa -- 12/22/2010 1:46:35 PM >
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