umbro -> RE: Mined bridge hex - mod (9/30/2008 12:05:38 AM)
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Dualnet: I think that the idea behind the "engineer" unit was to perform the task that you describe. It is not realistic to assume that an engineer platoon drives up to a bridge and 6 minutes later it is a smoking heap of twisted girders at the bottom of the canal. Rather, the bridges are assumed to be pre-wired and the engineer platoon turns up to make final preparations (e.g. run the firing cable) before the bridge is blown. Thus, as a designer to simulate what you want you would have an engineer section next to the bridge to execute the demolition. The chance of success is based on the SPs of the engineer unit and how many turns it has to accomplish the demolition. For example, say I have a medium bridge of strength 6 across a canal and I know that the axis have three turns before the allies advance to the bridge. Further, let's say that I want there to be a 50/50 chance that the bridge will be blown before the advance reaches the bridge. The chance of a 1SP engineer destroying the bridge in one turn is 15%. Thus the chance of failing to blow the bridge after three attempts is 61%. For a 2SP engineer the chance of failure falls to 38%. To get exactly 50% you must set the engineer back from the bridge so that it only gets two attempts and make it a 2SP section. Countblue: To simulate the blowing of a bridge that spans a water hex simply add river hexsides and two more bridges of the appropriate type where the road runs. Thus, when one of the "outer" bridges across the river hexside of the full water hex is blown you have the effect that the full span is unusable. umbro
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