IronDuke_slith
Posts: 1595
Joined: 6/30/2002 From: Manchester, UK Status: offline
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quote:
ORIGINAL: ColinWright As for your post in general, notice that most of your arguments depend upon the scale being one day or less. Why? I talked mainly about these scales because of the example you chose to use (Meuse 40). quote:
Go to larger scales and they become considerably less convincing. At half a week or a week, the 'crossing' is not just the physical act of getting into assault boats, etc -- it's the whole window of defensive vulnerability opened when a force engages in such an operation. But again, crossing doesn't eat up the whole clock, that vulnerability can be expressed in other ways without abstracting it in this manner. Your arguments seem to be shifting away from the Meuse example, who was it who said... quote:
It does get a bit strange at the larger scales It wasn't me that said this, yet now larger scales are your line in the sand. quote:
I see this as critical to the argument. OPART tries to model a wide range of situations and scales. What matters is not what is best for one particular situation at one particular scale -- but what works best overall. agreed, but if something doesn't work regardless of the scale, then we should fix it...right? You've said larger scales are indeed strange and you've said I have a point at smaller scales (albeit in separate sentences). quote:
In general, though, I'd point out that OPART is trying to simulate warfare from an operational -- not a tactical -- perspective. Sure, from a tactical perspective your argument is on sound ground: you're either on one bank or the other -- not half way across. Operationally, though, river crossings are primarily a period of vulnerability -- in this connection, see the German concern with promply smashing Soviet bridgeheads. It wasn't their phyisically getting troops across that was to be feared -- it was allowing them to consolidate and expand their bridgehead -- in other words, get off that river hex. Okay, so (operationally speaking) why when you are in a river hex but you haven't attempted to cross the river are you considered vulnerable? River crossings may be a period of vulnerability, but surely not if you're not attempting one? Besides the bridgehead expands when further hexes are taken, it is consolidated when further troops cross the river. How is any of this represented by allowing units that have not attempted to cross be mauled by Armoured counterattack as if they had. Besides, you smash the bridgehead in your own turn, not with some abstract pre-enemy-crossing-attempt counterattack that catches them before they have actually crossed, but inflicts casualties as if they actually have. quote:
To me, it's all a wash -- and since I prefer the look of rivers in the middle of the hex, I'm disinclined to advocate a change. Rivers slow you up and they confer advantages on the defender: good enough for me. Rivers confer advantages on the defender except when the attacker is defending, at which point the rivers offer him no advantages at all, does it? Give me game play over the "look" any day of the week. Nice if I can have both, but gameplay comes first. quote:
The current system works reasonably well Yes, indeed, but then if "reasonably well" is okay, the TOAW III Team are actually wasting their time are they not? quote:
-- that can't be said for other aspects of the program. So I'd be inclined to view development time dumped into allowing for hex-side rivers as a waste. Better to come up with an improved supply model, or get some changes to flak, or maybe naval warfare that works... Changes to flak...? The supply model is barely functional but the last two items are window dressing. I don't think Naval units actually add anything to the game and could be abstracted far more easily and removed from the map altogether. Flak is about as tactical as it gets, yet above you told us "OPART is trying to simulate warfare from an operational -- not a tactical -- perspective." At 50 kilometres and week long turns, what difference does Flak really make? It's a ten minute action in a week's worth of fighting. The real effects of airpower are not really mimicked in the game anyway, so I think flak is just a nice to tweak, not a gamebreaker. I fear this is all boiling down to the look, which is really disappointing. Respect and regards, IronDuke
< Message edited by IronDuke -- 10/4/2007 1:28:44 AM >
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