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RE: The Ole' In & Out

 
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RE: The Ole' In & Out - 12/15/2018 10:14:36 AM   
ivanov


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When a 5+ supply army gets destroyed, it physically disappears from the map. If you rebuild it the following turn, it's back as a full strength unit within the two months. That's quite a lot of turns in the summer. It's not a problem if you have a queue of reinforcements and get new units every turn ( you can pull it off as Soviets, if you manage them well ). But if you're fighting on a more distant front, where the reinforcements have to the shipped first ( Africa or even Europe for the Americans ), the loss of a unit for a few turns becomes a real tragedy and may be decisive, because the enemy can advance into the void. Due to that, the destruction of enemy units is very beneficial and people would get out of their ways in order to achieve it, using mass air strikes or hit and run panzer attacks. In real life, if the units were not cut off, they never disappeared from the line, even if they were heavily battered ( Soviets during Fall Balu or Germans during their 1943 retreat in the Ukraine ). The reconstitution of completely destroyed units was also faster than the 4 months in the game. The most famous example, German 6th Army surrendered in Stalingrad on 31 of January 1942 and was operational again at the beginning of March 1942.

Having said this, SC: EAW is an improvement in comparison to the previous iterations of the game, because there're more garrisons or free units that get triggered due to some events, so they may be used as stop gaps before the main combat units are rebuilt.

< Message edited by ivanov -- 12/15/2018 11:03:35 AM >


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RE: The Ole' In & Out - 12/15/2018 12:23:04 PM   
LLv34Mika


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There are a few ressources I'd love to see. I don't want any micromanagement but some things are really vital in WW2

Manpower
Oil

Oil is represented somehow since the strategic ressources give up to 30MPP to the owner or even more with industrial tech. I would love to see it a bit more represented in a tactical way. Like reducing movement of ships, tanks and mechanized infantry if you lack oil or even "spend" oil to buy such units.

Same with manpower. I'm sure it will need some testing to get a good balancing but it would help.

A last wish would be that air units can retreat. It's just stupid that an intercepting squadron would land on the own airfield again if that is attacked right now. Not sure how exactly you can change that but at the moment it is a bit strange.

Another idea would be to use fighters as interceptors and assign units or towns/ports/ressources that should be protected. That would stop that simple move to "scout" with a unit that won't attack anyway (like a maritime bomber two times) to waste your opponents intercepts. Could work the same way as it does with HQs. Automatic intercepts all and manual intercepts only what you select.

Would love to see that in the next game... and hey, I really like that last idea. I should grant myself a patent for that concept ;)

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RE: The Ole' In & Out - 12/15/2018 1:52:45 PM   
BillRunacre

 

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quote:

ORIGINAL: LLv34Mika

A last wish would be that air units can retreat. It's just stupid that an intercepting squadron would land on the own airfield again if that is attacked right now. Not sure how exactly you can change that but at the moment it is a bit strange.


Hi

They can already, as if attacked by ground units that are likely to inflict serious damage, they have a 50% chance of attempting to fly to another hex for safety.

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RE: The Ole' In & Out - 12/15/2018 3:10:14 PM   
LLv34Mika


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...but not when attacked from above.

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RE: The Ole' In & Out - 12/15/2018 4:25:33 PM   
PvtBenjamin

 

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Many good ideas here on ground battle improvements but I believe the ground component works quite well and any major changes are hard to implement because of the effect on game equilibrium.

Efforts to improve the game should be on the Naval side.



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RE: The Ole' In & Out - 12/15/2018 8:41:17 PM   
nnason


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I agree on the ground battle improvements.

There is a real effort to model, test, and improve the Naval battle going on. We will have to be careful there also since some fixes would help Axis early on and help Allies later.

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RE: The Ole' In & Out - 12/16/2018 2:00:11 PM   
MVokt

 

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I agree with the idea of air units being possible to retreat when attacked by other air units. Due to no limitations of the air attacks that can be done to a single hex, full strength air units can end completely destroyed in a single turn.

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RE: The Ole' In & Out - 12/16/2018 2:47:30 PM   
Hairog


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If you want to see if we can improve the naval game, we have to test the proposed mods. Please go here HERE and download the Mod, and test it. Then leave feedback.

< Message edited by Hairog -- 12/16/2018 2:48:23 PM >


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RE: The Ole' In & Out - 12/18/2018 6:22:46 AM   
DeriKuk


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Simple solution - found in other games (computer or board): Limit the number of entries or actions that can be performed against a unit through a particular hex side per turn.

Example: In the Decisive Campaigns series of games, only 50 stacking points (of the attacking units) can attack through a give hex side per turn without penalty. Yes, you can keep attacking beyond the 50 points limit, but the crowding will increase losses to the attacker, and there will be diminishing effects on the defender.

...or perhaps I completely misunderstand the problem.

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