Should ZOCs be a little more "sticky" (Full Version)

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wie201 -> Should ZOCs be a little more "sticky" (2/20/2017 1:48:04 PM)

Just putting this out there as more of a discussion point. Example. In a HTH game an infantry unit attacks forward, takes losses, and still has the points to waltz past (and between) enemy units to delve two more hexes deep into enemy territory. Yes, I know its supply is kinda screwed, and it may get cut off and destroyed, but it just seems to us to be a "bit" too much for infantry. Tanks, OK.

BTW, said same unit retreated, again splitting enemy units in doing so. He later admitted he just did it so I would take a national moral hit, which I did, but that is OK. I just don't have enough units to cover every single hex, but am trying!

Love the game! Just curious what other people think.





Capitaine -> RE: Should ZOCs be a little more "sticky" (2/20/2017 2:37:09 PM)

In other strategic games like AH's "Third Reich" there were no ZOCs at all. At this hex scale (20 miles?) I'm not sure they're appropriate beyond what we have.




Flaviusx -> RE: Should ZOCs be a little more "sticky" (2/20/2017 2:45:37 PM)

As I recall armor units in Third Reich did have ZOCs.

This game doesn't suffer from an excess of mobility in relation to the time scale involved and I see no need to make ZOCs stickier. If anything, creating breakthroughs gets harder as the game progresses.




Capitaine -> RE: Should ZOCs be a little more "sticky" (2/20/2017 4:41:14 PM)

You're right. Forgot about that. Of course, they were mobile and I guess the ZOC reflected their ability to cover more ground; sort of like an interception concept.




James Taylor -> RE: Should ZOCs be a little more "sticky" (2/20/2017 4:45:09 PM)

Infiltration tactics have always been apart of real war exploits. These movement mechanics are a vast improvement over what we've had in the past.




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