phatkarp -> RE: ATG: Wishlist thread (10/20/2011 5:04:03 PM)
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Sometimes a 10 infantry unit is both reasonable and . . . err . . . historical. Reasonable -- I will often use small, infantry-only units to garrison key rear-area points, specifically to guard against paratrooper raids or surprise amphibious landings. There is a tremendous difference between having a tiny garrison and having no garrison at all in these circumstances. Historical -- I've read many military histories that take as a matter-of-course the difference between well-equipped front-line troops and ill-trained and ill-equipped backline troops. Additionally, military formations come in many different sizes, and this system simply accounts for that. Not that I disagree with the basic problem that you identify -- ultra-small units are ridiculous. 1 SMG controlling a hex is silly. But how often does that happen? I don't think this is a problem that requires a new game mechanic to solve. And, as Josh said, the other game mechanics do a good job discouraging this sort of thing. Beyond the PP cost of creating new divisions(?), a single SMG is not going to exert a strong ZOC on surrounding hexes. The ZoC mechanic in this game is something that I don't understand very well, but it's one that seems to make a very large difference in the ability of your troops to move in space adjacent to enemy units. (To Vic: I'd like to see an ATG College entry on this topic!) On a related note, though, I would like enemy divisions that have NO units in them to be invisible to all other players. It's super gamey to put an empty vessel on a hex. Is it empty, or do I not have sufficient recon to see what's in there? More than once I've launched a long-odds battle against a mystery unit, only to find that the damned unit is completely empty.
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