Malevolence -> RE: Guerrilla/spec op units (7/7/2020 8:50:00 PM)
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ORIGINAL: lloydster4 quote:
ORIGINAL: Malevolence As to the time scale, actually time scale is ok. Non-conventional and uncoventional warfare is methodical It's a lot easier to be methodical when you're not starving to death. That means you have to either a) establish an alt-logistics mechanic or b) create a unit-type that doesn't require supplies. The former has potential, particularly when combined with aircraft/boats, but the latter creates more problems than it's worth. Well, I will not be a stick in the mud about it. Logistics is critically important for real special operations forces. Let's just agree that infiltration and exfiltration work the same as spies. I have about 20 ready-made posts to talk about SOF vs spies too, if someone decides to implement this idea. In a previous life (back on 23 May), I wrote the following post before launch, hinting at SOF, clandestine (i.e. spies), and covert operations. quote:
ORIGINAL: Malevolence If it was much earlier in development, I would have recommended some added smaller units, perhaps lethal and less so, that don't don't require lines of communication (supply lines) and/or don't actually change boundaries. Perhaps like Tuaregs. The minor factions already exist much like this now. It's an interesting problem because units also leave a "trail of control-influence" when they move through an adversary’s territory. An enemy unit that moves across the territory impacts the touched hexes during the next turn, even though they are no longer located in those hexes. An enemy unit may have crossed a road two turns ago, but if not re-occupied the effect remains. This might be a remnant of "world war 2" battlefield modelling. As I wrote elsewhere, these are really battlefields that focus on anti-access and area denial. Very limited “front lines”. Engagements are decisive. However, there are many approaches and the current rules, in whole, work just as well IMO. (the search on this forum is really poor)
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