AllenK -> RE: warspite1 (Allies) vs AllenK (Axis) Full Campaign (2/12/2021 1:36:20 PM)
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ORIGINAL: Hubert Cater quote:
ORIGINAL: Elessar2 quote:
ORIGINAL: AllenK I think it would be better to allow the one hex movement but the unit uses all it's action points up and wouldn't be able to attack that turn. It is what it is and there is the option of the Mobility upgrade. Quoting & bumping so that the devs will take notice of this idea. [&o] Thanks for this and we have made a note. While the argument for this is definitely sound, it will have a game play impact for sure, naturally, and it is something we'd like to take some time to test to make sure that in game play terms it would be a good change. For example, in tighter spaces like China, with the numerous terrain obstacles, it might make it much more of a slog by generally narrowing the fronts considerably if you cannot easily swap units into position. Again, this could be really good and more realistic, but it could also in the end play out in a very undesirable way that we don't quite see until we experiment a bit. Thanks Hubert. I think the general concept of swapping units is sound but it just seems to be stretching things to be able to fly an air unit into terrain a ground unit can't access. However, if you prevent the use of air units like this, there needs to be an alternative, hence the suggestion. Some additional refinements would be to perhaps limit the 'can always move one hex' rule to infantry and cavalry units only and, if exercised, they also suffer morale and readiness penalties (similar to those incurred by the swap command). The mobility enhancement, if it hadn't quite allowed the unit to move into the hex anyway, could negate the penalties, reflecting the better training and equipment for the conditions. As you say, needs some experimentation but I think it would be more beneficial than adverse. Happy to help out in that regard.
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