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Nikademus -> (9/8/2002 2:44:31 AM)
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In games of old......when an enemy force took a city/base, often the rule was that all industries/atributes/supplies were destroyed. I actually did not like 'that' rule either as it was too absoulte and made the the value of taking such high priority targets less so except of course in denying those resources to your opponent. A flexible system would be best. The 'destroying' of usable assets so an enemy cant use them is viable, but so is the ability of said enemy to use the supplies of the enemy if they get the chance. The Japanese several times utilized this "pillage" tactic to augment some of their offensives. My vote would be to support the partial damage rule suggested by others here....perhaps a roll too to determine if and how many supplies at the base taken are destroyed, leaving the rest usuable by the enemy. For WitP, i would also love to see the "Port" attribute expanded so that for larger ports with heavy machinery and more permanent dockyard facilities can be represented seperately from the all enclusive attribute used now. The reason being that such vital facilites cannot be easily repaired if they are damaged, and as such their loss or disruption could have great impact on a campaign. After all a fleet/squadron that cannot access repair facilites will soon find itself hampered if not unable to continue to function with efficiency (and would justify raids such as those conducted at Ceylon and Darwin......and even Pearl Harbor for the bold.....Japanese heavy ports......same thing) As such, this logistical reality would/could force naval assets to withdrawl to other facilites that can properly support and maintain them Not a vital thing for UV where none of the ports except maybe Brisbane would qualify for it. Assuming the presence of engineers, as it stands now, "Port" damge is fairly easy to repair and doesnt really impede the fueling and repair/maintenance of ships present.
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