Hubert Cater -> RE: Mass Air Groups (4/13/2018 1:26:36 PM)
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ORIGINAL: sPzAbt653 I can probably agree with some loss to Air Units when being Operated. They do take a hit to Readiness, but I often feel weird when Operating a unit from USA to France, or Middle East to Russia, and the unit arrives with no losses. Perhaps anything over twice the units' current range could result in a 75% chance to lose one strength point, anything over three times the units' current range could result in a 75% chance to lose two strength points, or some such. I don't agree with limiting HQ's to two or three air units attached. It may sound good for Africa or the Middle East, but not in France or England where I commonly have seven air units attached to an HQ. This allows the air units to be back from the front lines and still within close range of an 'Oberkommando Luftwaffe' or '8th Air Force' HQ. I don't see anything wrong with that. For us, and based on the comments we've read so far, it sounds like it boils down to whether the issue is: 1) massing of air units in far reaching places should be impossible or 2) it could be possible if a player really wants to do so, but then the penalites should be higher. * * * If it is 1), then adding operational movement strength penalties, requiring more HQs etc., could still lead to a situation where a player will still decide to mass their air units in let's say North Africa. This is only because these suggestions, while increasing the penalties, still won't block a player from such a move as there is no hard rule in place limiting such a situation. We've already essentially forced players to bring more HQs with them with the previous supply and HQ attachment rule change, which increases the cost of massing air units by the cost of at least an additional HQ, and as we have seen from PvtBenjamin's initial post, it hasn't stopped a player from concentrating their air. A hard rule could be implemented such as the suggested zone rule that PvtBenjamin suggested in an earlier post, but as mentioned in my previous reply above, this can have unintended consequences or even odd game play situations that unless carefully thought out might lead to potentially worse game play situations for players. There are those that are ok with arbitrary rules, while there are those that prefer to leave as many decisions up to the players so long as we get a pretty fair pro versus con for each game play action/decision. This needs to be considered as well from our end. If it is 2) then the above suggestions are more in line with this, but we have to be careful that we don't go too far, since as sPzAbt653 suggests, it could have effects on how players prepare for D-Day on either side, i.e. from England or from northern France. For example requiring 3-4 HQs for Germany in northern France to have enough HQs for 6-7 air units as well as other defensive land units might feel like a bit much. That and we might still have those that will still be frustrated with a situation where a player has thrown enough support and capacity to mass their air units in North Africa no matter what sort of penalties and costs are in play from our end.
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