sPzAbt653
Posts: 9511
Joined: 5/3/2007 From: east coast, usa Status: offline
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quote:
ORIGINAL: Abnormalmind quote:
ORIGINAL: sPzAbt653 Autumn Fog ... Autumn Fog ... Can you explain house rule #2 as to why you are using it? I'm just not clear on it. There appears to be a combat algorithm bonus when a unit is assaulting and artillery is supporting the assault. A small unit such as an AA unit can be ordered into a minimum loss assault simply to attain this artillery bonus. If a keen player notices an over stacked enemy hex, the player can order a small (or decimated) "ant" unit into a minimum assault against the over stacked hex and click on all supporting artillery to gain 100% damage instead of the regular 50%. The multipliers seem to stack. So if the this general observation holds true, the assaulting "ant" unit bestows more damage for the artillery, the target hex is over stacked so there is another damage bonus, and ultimately the "ant" simply breaks off the assault since the odds are impossible. The developer in his blog wrote: quote:
We're currently looking at the 'ant attacks' or the gamey tactic of adding in an AA gun or something else in order to enhance the quality of the artillery in the attack. I don't know for sure that we'll do something, but we're looking at it. Thanks for the clarification, I didn't understand the wording of : quote:
2) Can only order bombardments and air strikes if there are _no_ assaulting units. I see now it has something to do with Human to Human play, and not something Elmer does . I wonder, if the Human player bombards an overstacked enemy hex with all available artillery, and leaves the 'ant' unit out of the assault, are the results different. Or what happens when the 'ant' unit is set to 'ignore losses'. I guess that is a discusion for 'ant unit tactics', and for each pbem is something for the players to decide.
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