RE: Very limited land unit stacking (Full Version)

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Simulacra53 -> RE: Very limited land unit stacking (5/21/2019 6:10:19 PM)


quote:

ORIGINAL: ncc1701e
On the other hand, I am always disappointed when I see, in a game, that a corps (yes a corps) can be removed from the map by the single action of air power. Air power is important but you do not gain terrain just by its action.


Good point - one that deserves attention.
Too many games allow large ground forces, division - corps - army level - to be destroyed by air power (or finished) and that should be quite impossible, even on the regimental level. Impact fighting power, supplies etc, but actual destruction?




Hairog -> RE: Very limited land unit stacking (5/21/2019 6:50:40 PM)

There is an important distinction to be made here. In defense of a well loved strategic game system currently being used by many... Units aren't destroyed, they are temporarily made non-functional or disorganized and the cost to pull them out of the frontline, reinforce and reorganize them, is a fraction of both the time and cost of building a replacement, literally a fraction depending upon the scenario.

If you recall the term is "shattered", they are not destroyed. I too was under the impression that they were destroyed until I investigated further, (read the manual).




AlvaroSousa -> RE: Very limited land unit stacking (5/21/2019 7:14:19 PM)

The impact of air power affects effectiveness, some health, and movement. If you play Unity of Command you see something similar if I remember.

Read about the effects about air power during Operation Cobra and air strikes vs Panzer Lehr Division if I remember. The pilots greatly exaggerated their kills after sending a large number of bombers at the unit. Could be in Brute Force by Ellis 3rd part if I remember.




pzgndr -> RE: Very limited land unit stacking (5/24/2019 12:43:36 AM)


quote:

ORIGINAL: fuzzypup
The impact of air power affects effectiveness, some health, and movement. If you play Unity of Command you see something similar if I remember.


But SC and UoC use single unit move/attack. WarPlan uses multi-unit/multi-hex attacks. So I assume air power attack factors and other modifiers are added to the combat? Something like the old Third Reich rules prohibiting air-only attacks on ground units and restricting their use to no more than 3x the ground attack factors could work well. Perhaps a separate thread describing land, air, and naval combats would be helpful to better understand the proposed game mechanics.




Michael T -> RE: Very limited land unit stacking (5/24/2019 2:00:12 AM)

oh, how I wish we could have a PC version of A3R/AWAW.




ncc1701e -> RE: Very limited land unit stacking (5/24/2019 7:08:51 PM)


quote:

ORIGINAL: Michael T

oh, how I wish we could have a PC version of A3R/AWAW.


Do not forget Empire of the Rising Sun. [:D]




Michael T -> RE: Very limited land unit stacking (5/24/2019 10:05:29 PM)

Pacific theater is included in AWAW. Rising Sun naval rules sucked. But the naval rules in AWAW are the best strategic level naval rules I have encountered.

Still I have high hopes for this game. I would say though, the further this new game is from Strategic Command the happier I will be.





Simulacra53 -> RE: Very limited land unit stacking (5/24/2019 10:09:45 PM)


quote:

ORIGINAL: pzgndr


quote:

ORIGINAL: fuzzypup
The impact of air power affects effectiveness, some health, and movement. If you play Unity of Command you see something similar if I remember.


But SC and UoC use single unit move/attack. WarPlan uses multi-unit/multi-hex attacks. So I assume air power attack factors and other modifiers are added to the combat? Something like the old Third Reich rules prohibiting air-only attacks on ground units and restricting their use to no more than 3x the ground attack factors could work well. Perhaps a separate thread describing land, air, and naval combats would be helpful to better understand the proposed game mechanics.


Tactical interdiction had limited effect against armored vehicles - as in direct kills, although it certainly hampered movement and the supplies.
Strategic interdiction, targeting the road, rail and other infrastructure and specifically logistics had communications had a major impact on operational effectiveness.

How the game handles interdiction is still unknown.
You attack a ground unit and its effects will be what Fuzzypup explained, or you have the ability to go beyond direct targeting..




Hairog -> RE: Very limited land unit stacking (5/25/2019 1:18:16 AM)


quote:

ORIGINAL: pzgndr


But SC and UoC use single unit move/attack. WarPlan uses multi-unit/multi-hex attacks.


You sure about this?




AlvaroSousa -> RE: Very limited land unit stacking (5/25/2019 1:56:25 AM)


quote:

ORIGINAL: Simulacra53

Tactical interdiction had limited effect against armored vehicles - as in direct kills, although it certainly hampered movement and the supplies.
Strategic interdiction, targeting the road, rail and other infrastructure and specifically logistics had communications had a major impact on operational effectiveness.

How the game handles interdiction is still unknown.
You attack a ground unit and its effects will be what Fuzzypup explained, or you have the ability to go beyond direct targeting..


Bombing rail was actually on the board for play but it would be very difficult to implement. So the current model is you air strike a target, it loses effectiveness (supply, damage to units though functional, and reduce movement).

A prime example of the difficulties in applying a bomb rail action is Italy. The Allies bombed the crap out of the Italian railways. They destroyed 90% of the railway function. The Axis still got supplies and men through. In Europe there are just too many rail ways to destroy. So putting a task that tedious in which the results on this scale are not dramatically impacting over a game turn of 2 weeks doesn't play well.




Simulacra53 -> RE: Very limited land unit stacking (5/25/2019 6:50:44 AM)

Within the scope of your game I understand your decision, thanks.




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