sPzAbt653
Posts: 9511
Joined: 5/3/2007 From: east coast, usa Status: offline
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Cease fire turns. I just remembered that the original files that were sent out didn't contain the manually converted water/sea hexes. This occurred on 11-15-08, so files dated prior to that will experience more of the 'air units not crossing water hexes' during the cease turns. If you are playing with one of the early files, a friendly naval unit can convert those sea hexes, although you can't visibly tell when they are converted. Not just because of this issue, but under consideration is the elimination of the cease fire turns, replacing them with negative shock. I'm no fan of negative shock, but after my recent experience with 11 turns of 80% shock after the Typhoon offensive, I am leaning towards shock being a better model of the mud turns than the cease fires. I plan to take the Citadel TO, which comes up around turn 190, in order to experience prolonged negative shock again. The main consideration would be that during mud/cease fire turns, there is no chance of the enemy interfering with you, while you can move unrestricted thru friendly territory. During mud/negative shock turns, supply goes down, unit strengths are reduced, movement and combat are greatly restricted (but still possible in a limited capacity). If anybody else has experience with or thoughts on extended (10 turns) heavy negative shock and its' effect on the scenario, we'd like to hear. Thanks.
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