Okayrun3254
Posts: 173
Joined: 8/28/2014 Status: offline
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quote:
ORIGINAL: bcgames quote:
ORIGINAL: Okayrun3254 I have an idea that would reduce counter density on the mid to large size scenarios. Instead of having all units start at Battalion size or smaller, how about the majority of units starting out at regiment size, but with the built in game feature to breakdown the regiment into (3) Battalions. The Battalion level is needed when spreading out a defense, or surrounding an enemy unit, etc... I think that would be a good move in the right direction. I've been thinking about this idea a lot...because decisions about unit scale, ground scale, time scale, stacking, unit type capabilities--all impact how the game plays. Diverting from the current game models is...re-modeling years of playtested work. Breakdown/Build-up of in-game units is a way that has been used in numerous board and computer games...splitting things into three...unless there were only two or four or whatever historically--TO&Es are inconvenient to the "Rule of Three". On the other hand, the simplicity side (coding) sez three is probably the best way to go. I would certainly support such an approach. On the other, other hand, TO&Es are...and task organizations are too. So maybe a Roll-up/Roll-out is a better approach to replicating actual combat operations. The first (and only) place I've seen this done is in Jim Lunsford's wargame--Decisive Action. Units are attached/detached to/from a HQs unit. The HQs unit represents a roll-up of all the capabilities of all the different unit types assigned to that HQs. IOW, a infantry regimental HQs with three infantry battalions, a regimental cannon company, a direct support artillery battalion, engineer company, and anti-aircraft battery--could all be rolled into one unit on the game board with a single attack, defense, and movement factor--and all the special capabilities (shock, engineer, AA) automatically rolled-up into that single unit...and...the regiment can be rolled-out to extract its various components as the player desires to create new task organizations (with a cost of course). Dunno. Prolly too hard. We'll see what the coding cost/benefits are compared to other user-defined requirements for the next game--a campaign-like experience on the Eastern Front with smaller scenarios and a better GUI. Decisions, decisions... I have to admit, I did not think about the required effort it would take to revise the programming. I do like the Battalion scale as it is, and I am really looking forward to seeing this scale in a east front setting.
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