Panzer Leo
Posts: 526
Joined: 6/13/2001 From: Braunschweig/Germany Status: offline
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Maybe the extended range of tents would help a bit, but I think what you described (taking one casualty when you already got a lot of suppression and then rout) is the main problem. If I understood it right, the tent decreases your suppression at the end of your turn. The problem occurs in the enemy turn and even with a tent it will only have the effect of delaying the rout, as you need two or three shots more, that produce suppression till you rout them with one kill.
Also I always thought these tents are higher level HQs. I think tents will not appear on battlefield below batallion level HQ and that makes for a maximum of one in SPWAW scale.
To me the easiest way (o.k. it's no big deal for me to say this, cause I don't know the codes/routines you got to deal with) seems to be to put in a factor for suppression a unit takes from an attack. For units with the status entrenched *0.3 and in cover *0.7 (just an example). That way, the units won't get so much suppression and will not rout, when they get a kill (and they still will get enough suppression to be realistic, cause casualties are now more frequent in entrenchements, then before).
This will solve the problem of fleeing from entrenchements and giving up positions (but it can still happen), that are usually a better garant for surviving then headless running around in green and getting mowed down... :D
To me it sounds quite logical, that troops in prepared defenses receive less suppression then troops that just went down and took some improvised cover.
Except you're about to get erased by heavy support weapons like big guns or so, it is very unlikely any soldier would leave the trenches, cause he knows, the chance for surviving is way better in the trench, then in the fields behind it...and did you never wonder, why officers are equiped with pistols ? It's to keep your guys in the trenches... :D :D :D
(and I want that damned melee back - I love it) :D
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