neuromancer -> RE: Boring Opening Moves? (5/31/2011 10:58:17 PM)
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ORIGINAL: Uxbridge I wish that ground HQ's had to use ADM points to activate. If you wanted to have a HQ activated on game turn 2 you had to activate it in game turn 1. If the HQ is inactive during the present turn, the units fight and behave normally, but have drastically reduced movement capabilities. This way the player have to think ahead: where will his own offensives fall and where might the enemy attack. In the beginning of the game, the USSR player should be lacking in ADM. There is something to be said for that, for the most part the idea of constant attacking and moving is impossible - or at least extremely difficult - in reality. The Germans were prepared for their initial offensive so could do it for a few weeks, but after that they would have slowed dramatically. The same for the Russians, they were mostly acting like chickens with their heads cut off for a while. Around Kiev that was literally the case, their C2 was breaking down due to the German assault, then the general in command of the region was killed, and that was it, the entire sector collapsed into chaos and they were surrounded and forced to surrender. A board game - Third Reich I beleive it is - has an interesting system, you have HQ activations. You have to 'buy' the activations and its possible that not all the activations purchased will come into effect. You can also do a General Offensive (the major broad campaigns like Barbarossa) but you can only do that once a year. An HQ activation activates one HQ and it can activate units within a few hexes. Each turn is one season in that game, so if you are doing something like France you would pile up units in an area, and then activate one HQ to attack with some units, in a future activation you would activate another HQ and some more units in attempt to capitalize on the gains your earlier attack made. The Barbarossa to Berlin and Stalin's War games has another concept, this one is probably more applicable here. You have a number of cards in your hand that can be played for various things (special events, reinforcements, replacements, or Operations). When played for Operations you get a certain number of activations. In Stalin's War units are at least a corps in size, you can move every unit that does NOT start in an enemy ZOC for free, and then you spend activation points to leave a ZOC or to attack. One activation triggers an entire stack, you can trigger multiple stacks to combine for attacks. In the early game the German player has a number of decent cards he can use for OPs, while the Soviet player is a bit leaner, he also wants to pull units back while leaving other for road blocks. This system is interesting in that you never have enough points to do everything you need. Each turn is a month or two long, but has 5 phases that go back and forth. If you use OPs in succession it gets less effective to represent fatigue, straining your supplies, etc. Something similar could be done here - although its unlikely as it would require a major rewrite of the engine - using admin points as Uxbridge suggests. The amount of admin points would vary a little bit randomly, and would slowly change over the course of the war. The Germans would start out with a lot, but would only slowly renew them, burning them faster than they earn them in 1941. The Soviets meanwhile would start out with a limited amount until the fall or winter. The German refresh would fall over the winter, then pick up again in the spring of 42, then fall off some and never recover in the Fall of 42 (probably slowly reducing over the course of the war). The Soviets would get more for the Winter offensies, and then fall off in the spring, and then start picking up again slowly to a hgh point that they would maintain until starting to lose them again in 45 when exhaustion started to set in.
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