dgk196 -> RE: Fire cost AP.... (5/16/2008 7:29:16 AM)
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Good points.... I believe that a game turn represents 6 minutes of real time. That said, since we are in the realm of minutes, that means that a unit with an AP cost of fifty, executes an attack every 3 minutes! Please notice, I didn't say fire once every 3 minutes, though for some units that may be the case! There certainly is more to engaging a target than just shooting, though that is the result of any activities associated with the 'attack'. What else? Ranging, when necessary. Watching the result of your shot, did it hit, was the shot 'short' or 'long'? Did you lead the target sufficiently? Then you apply those observations and make any necessary corrections and then take your next shot! All of these things happen, and maybe more, if you're attacking with a tank or an anti-tank gun. What I was referring to was any 'additional' personnel that may reduce the time required in any of the processes of firing a gun. Since, generally, tank crews are fewer in number than an equivalent crew of a gun, there has to be some effect, presumably, on the rate of fire. And if that is true, then (in this game) it should not take as many AP's for a crew served gun vs. that of a tank armed with the same caliber weapon. And I believe that the AP firing cost for these is different. I was just wondering if having an equivalent size crew served gun compared to that of a tank should have a much higher rate of fire, cost less AP's!? Of course I realize it will be type specific, but that's okay its already being done, I'm just wondering if the relationship is correct? Some time ago, we developed a set of 'optional' rules for a board game similar to this game. In it we altered some of the factors for experience, training, morale..... etc. Basically, it limited the range at which targets can be engaged and how often they where able to attack! For this game, you could do something like limiting inexperienced and or poorly trained troops to firing at say half range, or less, and requiring a higher AP cost for all operations! And then as you said, as troops become more proficient and better trained they will begin to be able to use the weapons at their maximum ratings. So if you had a scenario where two different 'units' of the same side, or different sides, differed in their experience and training you would have variant abilities within the same scenario! All optional settings of course! [;)] Dennis
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