James Taylor
Posts: 638
Joined: 2/8/2002 From: Corpus Christi, Texas Status: offline
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At the risk of making too great a change I'm going to make a suggestion to modify the multiplier of the algorithm for taking damage from bombarding units. Obviously, an army at full strength (100%-multiplier X1) has the greatest opportunity to take damage being in a concentrated format. Corps, depends on what makes an army, 3 corps then .33 multiplier, 2 = .5. Tank groups, at least .75, as they are a little tougher to disperse, same for Mech units. Then you've got to decide on the smaller units about what multipliers they will incur. Garrisons will be the bottom of the scale, lowest multiplier, say 0.1. One other thing, if armies are going to be subjected to the adversity of the bombardment multiplier they should gain another skill. I'm advocating a double strike, but using up the majority of their APs, perhaps only allowing for an advance to an enemy vacated hex. The rationalization? Armies have plenty of attached assets, additional heavy artillery, heavy tanks, anti-tanks, special weapons, which should allow them to be much more effective, perhaps the second strike should be detailed. Maybe both strikes detailed in a choice menu, like bombard-assault, or recon-assault, or diversion-attack, anyway you get my drift, something that will have different effects on the enemy unit. Of course there is always the current, normal setting, strike and move or vice versa.
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SeaMonkey
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