Some Questions about AT (Full Version)

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thekossack -> Some Questions about AT (12/2/2007 12:52:38 AM)

I am considering buying this game, but have some questions about the engine;

1. Is weather modeled? If so, how?

2. Is there an "ambush" feature for units that move next to enemies that were hidden?

3. Does terrain modify the "hide" status of units?

4. Can research success be "randomized," where PP invested has a % chance of a breakthrough?

5. Can grand tactical mods be created, where units have ranged AND adjacent combat abilities?




Twotribes -> RE: Some Questions about AT (12/2/2007 6:21:23 AM)

Only know number 2 for sure. Yes if you do not see a unit because of lack of scouting ability you will move into a hex with a unit and end up fighting. I do not know if the odds are modified in anyway by that though.




Twotribes -> RE: Some Questions about AT (12/2/2007 6:22:53 AM)

I think weather is possible but not sure how.

Events can be programed to duplicate some things.

I do not see anyway to alter research. But be aware the more production potential on the map the more costly research is.




freeboy -> RE: Some Questions about AT (12/2/2007 6:53:03 AM)

1. weather can affect anything the game designer, think editor, wants.. you could create a season of mud where some types of troops cannot move.. etc.. one game many play russia 41 uses an summer and winter events, slowing movment in wointer and giving corrisponding 41 42 summer winter advantes in combat. Many more too.

2.think large scale gaming here, not platoon type ambush.. but yes... only in hex.. not; " if they move through this section of open terriegn" type of ambush.. this could be simulated,m but hte engine is really designed for larger units at this time.. ie one hex range.. again u could have multiple hex ranges but as the game does not do any line of sight it would prove problematic.

3. yes

4 no, not that have seen, we should get the designer and a scenario desiggn pro to weigh in here.

5. yes. remember each slotted unit, generically the game models planes, tanks, guns infantry of various types ships including cv bb dd ca could be used to create new types with new charactoristics.. and since "units" are shells that hold component sub units that are the building blocks having experience damage against type etc charactoristics
GREAT flexability can be had.

I think once I get into a comfortable place via play.. still under 1000 pbem turns! I may want a smaller sceario, and add thinks like two and three hex ranged fire, mobile AAA etc...

there are allot of toys in your sandbox here... hope I got most of this correct!

AT, imo, shines in the elegent chemistry of the supply/moral hq.. unit relationship and how subunits interact in combat to the oponents units... ie anti tank and bazooka to thwart tanks etc.




tweber -> RE: Some Questions about AT (12/2/2007 7:20:59 AM)

quote:

4. Can research success be "randomized," where PP invested has a % chance of a breakthrough?

5. Can grand tactical mods be created, where units have ranged AND adjacent combat abilities?


You could do #4 with a combination of events and action cards.

Units have ranged attacks (artillery). However, no line of sight.




freeboy -> RE: Some Questions about AT (12/3/2007 8:55:53 AM)

tom,
could we do a two hex rifleman for a pre napolean type engagement without los?
three to four hex bombard etc?




tweber -> RE: Some Questions about AT (12/3/2007 5:28:56 PM)


Yes, give the rifleman an artillery range of 2.  Also, you can allow counterbattery so the target fires back.




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