EwaldvonKleist -> RE: The State of Digital Wargames Nov. 2021 (12/9/2021 10:02:42 PM)
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quote:
ORIGINAL: Zovs quote:
ORIGINAL: Lobster It doesn't matter what method you use. It doesn't matter, there's nothing to counter the discrepencies introduced with turn based games. The Command Ops system comes about as close as I know to a war game being a model of the real world when large numbers of troops are involved. That system could even be used for a larger scale game using operational level units. And I completely disagree with your opinion on Movement as part of combat. Does anyone have information/screenshots of this early 2000s Barbarossa/Road to Moscow real time game? I have heard quite a few rumours about this. In WiTE2 combat is a function of movement and thus costs MPs. There are two types of combat: Hasty and Deliberate (23.4). Hasty Attacks cost less MPs but you can only attack from a single stack with reduced commitment and support fire. Deliberate Attacks cost more MPs but allow you to select multiple stacks to participate in the attack. 22.2.7. Combat Delay Movement Costs Whenever ground combat takes place in a hex, a combat delay cost will usually be generated for the hex which will slow down future movement from this hex during the current movement phase. This combat delay usually accumulates with every battle in the hex up to a maximum of nine points. This combat delay is listed at the bottom of the hex pop up and can be displayed in the hex inside a small movement compass the same colour as the non-phasing player. As always it must have enough MPs to successfully complete the move or it is not allowed. All combat delays are removed out at the start of the next logistics phase. Combat delay points are added to a hex as follows: * 3 Points – Deliberate attack with final odds < 5 to 1. * 2 Points – Deliberate attack with final odds >= 5 to 1 and < 10 to 1. * 1 Point – Deliberate attack with final odds >= 10 to 1. * 1 Point – Hasty attack with final odds < 10 to 1. * 0 Point – Hasty attack with final odds > 10 to 1 unless there is an enemy unit (including the original defender) still adjacent to the hex. In this case a delay of 1 is still imposed. * 0 Point if the attack failed but was changed to a scouting battle (23.4.2). True, but you can still 1) Clear the units that exert ZOC over a certain movement path, then move the next units around the combat delay. 2) Sneak a unit around into the rear using all its MPs (time) to manipulate the retreat paths of the defenders. This is a very important tactic for herding and to create breakthroughs efficiently, but it is completely unrealistic. 3) You can first launch the northern part of a pincer movement, see how well it goes, and then launch the Southern pincer knowing how the other one plays out. IRL you would have to launch both at the same time, not knowing if the other one can reach its required depth. Regarding the early 2000s Road to Moscow, here is a thread: https://www.matrixgames.com/forums/tm.asp?m=3833761
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