Booby trapped cities (Full Version)

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marcusm -> Booby trapped cities (4/5/2008 2:01:51 PM)

Just wondering after having watched a Battlefield documentary.

Does TOAW3 simulate in any way the creation of hazards in cities/terrain like for instance entire booby trapped cities/villages and other obstacles not directly tied to a military unit. Also thinking of large mine fields etc.

I don't design scenarios so I don't know if there is a special terrain type with lethality rates or such.




Curtis Lemay -> RE: Booby trapped cities (4/5/2008 4:46:31 PM)


quote:

ORIGINAL: marcusm

Just wondering after having watched a Battlefield documentary.

Does TOAW3 simulate in any way the creation of hazards in cities/terrain like for instance entire booby trapped cities/villages and other obstacles not directly tied to a military unit. Also thinking of large mine fields etc.

I don't design scenarios so I don't know if there is a special terrain type with lethality rates or such.


Minefields are not (yet) implemented. But Contaminated Hexes might suffice. Of course, they eventually expire, & give an edge to equipment with NBC protection.




Menschenfresser -> RE: Booby trapped cities (4/5/2008 6:29:14 PM)

You could model either booby trapped locations or minefields indirectly by having a unit appear in an off map area (i.e. cannot move into play) when force X occupies city/hex Z. This unit would have almost no on-hand equipment but some authorized. The unit would then siphon off replacement equipment over a few turns simulating loss from minefields & booby traps.




Karri -> RE: Booby trapped cities (4/5/2008 7:11:28 PM)

No need for such a thing...booby traps, minefields etc. are nor 'designed' to be used as something that causes casualties, rather as something that slows down the enemy.




marcusm -> RE: Booby trapped cities (4/6/2008 1:28:32 AM)

Well thats why I thought about terrain mods.

Reason I was thinking about it was because they used it as a tactic in the Finnish Winter war. Creating
buffer zones with nothing but mined villages.




sPzAbt653 -> RE: Booby trapped cities (4/6/2008 4:52:24 AM)

'Refugees' are specific to a location and slow movement. That might work.




Boonierat -> RE: Booby trapped cities (4/6/2008 8:14:40 PM)


quote:

ORIGINAL: Karri

No need for such a thing...booby traps, minefields etc. are nor 'designed' to be used as something that causes casualties, rather as something that slows down the enemy.



Nearly 10% of US battlefield casualties in Vietnam were caused by boobytraps and mines. The TOAW scale is too big to represent boobytraps though, but minefield would be a good addition yeah.




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