delatbabel -> RE: what is the opinion on this 1 to 1 retreat result for the Russian's (6/23/2011 11:10:35 AM)
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quote:
ORIGINAL: jomni This is an eureka moment. Delatbabel point out something good that is present in other operational games. A setting for casualty tolerance. Present in AGEOD games and TOAW, This affects both retreating as defender and calling-off an attack as attacker. Control of the hex depends on which side's tolerance is reached first during the detailed combat resolution rounds. The player ultimately ends up deciding the doctrine in stead of some arbitrary and abstract mechanic. This results into a big micromanagement task which I'm not fond of when playing TOAW. But for me this is the way that this should be solved. Yet I fear it is too late to put this into the game. I was thinking of the 3W games such as Kirovograd where each HQ gets a set of "orders" at the start of the turn. These vary from defend (take losses, don't retreat, slows movement), mobile (reduces combat efficiency, can advance or retreat), withdraw (reduces losses sustained, increases retreats), "assault", "pursue", etc. Assigning standing orders to HQs would only need to be done at an army/corps level and could be done fairly quickly in the command report screens. I use much the same process at the moment to set the support level of HQs on a front by front basis or whole army basis, and it's fairly quick and painless.
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