RE: Composite units (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design



Message


ColinWright -> RE: Composite units (2/18/2008 6:32:25 PM)


quote:

ORIGINAL: rhinobones


Think you have mentioned it before; ant units are primarily a design problem.


I've heard that argument before -- and I can't see it.

Suppose we have a scenario with regiments and divisions. You subdivide a regiment, and attack a stack of divisions with what amounts to one battalion -- classic ant-unit ploy.

What's the designer supposed to be doing? Have only divisions -- and have the scale set so that no more than one or two divisions can be in a hex without setting off a density light? Anything much short of that, and 'ant unit attacks' will be perfectly feasible.

In my view, we need (1) a draining of supply and readiness from defenders that is proportional to the size of the force attacking, (2) an increased probability that units below a certain scale-dependent size will RBC if poked, and (3) a mechanism that permits surrounded units under attack to fire at any of the surrounding stacks -- not just those containing units that are participating in the attack.

While what designers do can have a lot to do with how acute the ant-unit problem is in any given scenario, that's just a matter of us doing what we can to ameliorate what remains a flaw with the system. To leap from that to deciding that ant units are a 'design problem' is essentially blaming the victim. Like, if there are some kids in my neighborhood that are running around breaking windows, it's not a 'window screening problem.' It's a matter of doing something about the kids. That in the meantime I have taken to nailing up plywood over my windows doesn't mean that nothing should be done about the kids.




ColinWright -> RE: Composite units (2/18/2008 6:42:54 PM)

To continue with the ant units...

At the moment I'm working on a 'Operation Exporter' scenario -- the Commonwealth invasion of Vichy Syria. It's set at company/battalion level -- no units outside this range. Two battalions are about the max for a hex without getting into density penalties. In other words, I think I've done about all that can reasonably be asked to avoid ant-unit problems from the design end.

But the classic ant unit problems are still there!

Not that I mind, especially -- but it's not a defensible proposition to say that 'ant units are a design problem.' They're not.




Legun -> RE: Composite units (3/26/2008 11:41:23 PM)

quote:

ORIGINAL: Legun
And finnaly. Attaching unit was just tested in practice with really positive effect [:D]
[image]http://media.miks.uj.edu.pl/~jflis/pasje/TOAW/composite.JPG[/image]

A new report from the frontline - advanced composite units was successfully tested again - 6 days action including red routs and only few (however some really impressive) negative proficiency checks [8D].
http://media.miks.uj.edu.pl/~jflis/pasje/TOAW/compositeunit.AVI

PS. The mountain on the last view is Mont Blanc[8|]

PS2. Technical details of advanced composite units [:)]
[image]http://media.miks.uj.edu.pl/~jflis/pasje/TOAW/compositeunit.jpg[/image]




JAMiAM -> RE: Composite units (3/26/2008 11:55:09 PM)

What a shame that the little guy had to drag all that dead weight of the big loafer behind him. Think of how fast he could have gone on his own...[;)]




Legun -> RE: Composite units (3/27/2008 12:07:38 AM)


quote:

ORIGINAL: JAMiAM

What a shame that the little guy had to drag all that dead weight of the big loafer behind him. Think of how fast he could have gone on his own...[;)]

[:D][:D][:D]
Correction - the little girl...




L`zard -> RE: Composite units (3/27/2008 9:49:19 AM)

Looks like excellent proficiency communications value, tho!

Obviously a high number recon unit, eh?

[:D]




a white rabbit -> RE: Composite units (3/30/2008 4:07:07 PM)


quote:

ORIGINAL: golden delicious

quote:

ORIGINAL: rhinobones

Agree, composite units are not a perfect solution . . . in fact I doubt that it is the answer to any specific problem. Rather the whole idea seems to be more of an enhancement than a solution. There will be ant units with, or without, the ability to build composite units. Think you have mentioned it before; ant units are primarily a design problem.


Well yes and no. The designer can remove ant units,


..gosh, can he ?[&:] ?..

..so ants are are a designer problem, are they ?..

..and if they are, then totally irrelevant to the ongoing design work on t3 ( T4-bench mark II -we're getting there) ?..

..what can i say ?...





a white rabbit -> RE: Composite units (3/30/2008 4:20:27 PM)


quote:

ORIGINAL: ColinWright

To continue with the ant units...

At the moment I'm working on a 'Operation Exporter' scenario -- the Commonwealth invasion of Vichy Syria. It's set at company/battalion level -- no units outside this range. Two battalions are about the max for a hex without getting into density penalties. In other words, I think I've done about all that can reasonably be asked to avoid ant-unit problems from the design end.

But the classic ant unit problems are still there!

Not that I mind, especially -- but it's not a defensible proposition to say that 'ant units are a design problem.' They're not.


..rubbish..

..set your base units one level higher, leave the choice up to the player, " divide or not divide, that is the question...

..if the Japanese don't do some anty-antics in Malaya they are stuffed, if the Brits do any, excusion on about 3 battalions, they are stuffed..

..stop being so anally fixated with getting the OOB as per the books, i really didn't think that was your style..




Page: <<   < prev  1 [2]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.15625