macgregor
Posts: 990
Joined: 2/10/2004 Status: offline
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To understand what I mean, one must look at the map to the scenario 'War in the West'. I don't know what creativity the bioed gives you with regards to unit design, but if you modeled a submarine to have high enough recon value to be stealthy like a commando/guerrilla(often invisible now), yet make it an 'armored' target, no ships would be able to attack it. Then use the anti-armor value to sort of double as an anti-submarine value. Then give certain ships (destroyer squadrons) an anti-armor value. There are anti armor planes, but these characteristics would make them good anti-sub platforms as well. Just as destroyer units in close along the coast can wreck havoc on armored units if willing to expose themselves. Now we take the most common convoy route; between say, Liverpool and either Halifax or New York and make a chain of one-hex islands, every 12-15 hexes. That would give you like 6-7 islands, very tough for the Allies to defend. On these islands would appear replacement units that would remain for a certain number of turns, then allow the player to disband their contents into the forcepool, as is done already in some scenarios. Make a house rule that Allied escorts cannot move adjacent to any of these islands, and it makes it that much more difficult for the Allies to defend. Lastly, you give submarines a value that will allow them to bombard these islands, just like surface 'raiders' already would be able to, in addition to an anti-ship value, and hopefully you see the kind of simulation I'm representing. You could even model the long-range FW200 Condor with enough range to reach an island or two. Though naturally to actually implement this, you'd need much more specificity.
< Message edited by macgregor -- 7/10/2011 8:34:59 PM >
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