Strategic movement is a great option, but I feel like it is easy to abuse. The one example occurred in the classic George vs. Sielle Russia AAR: the use of artillery "helicoptering" out of danger after expending all their AP pounding units strikes me as unfair. If artillery is used to pound a position, I think it fair that it has to remain exposed to whatever counter attacks may come.
It might also reduce strategic movement of units out of a pocket immediately after a relief effort has broken through. (e.g., if a breakthrough to Stalingrad had been in anyway possible, would it have been possible to strategically withdraw the units as soon as communications were opened up again?)
In future ATs, it might be great if strategic movement was limited to units that have not been engaged in other activities during a turn.
I suggest either A) a unit must have full AP to strategically move (this simulates that it takes a great deal of AP to embark and debark from the transport, as well as travel. This strikes me as the easiest to implement.
I know this punishes units that don't have full AP available but haven't moved, but that would seem fair. A unit without full AP, wouldn't have the AP to complete the strategic movement process.
B) An alternative would be that any unit that hasn't moved in a turn could use strategic movement, regardless of it's AP level. I think this is messier, though.
Another wish list item related to the issue of "flying artillery": it'd be great if artillery and planes had an "attack dial" on them (like the intercept readiness dial or the retreat dial) that allowed the player to choose how many rounds they'd want artillery or planes to pound a unit. That way, artillery could pound a position for 3 rounds instead of 10 and then pull back. This would be fair way for artillery to "hit and run". Increased artillery mobility could be exchanged for decreased damage. Thus, one could fairly simulate artillery withdrawing after a barrage if players like such an option (Or the guns could choose to strike multiple targets). Since artillery is not directly engaging enemy units, it seems reasonable that it can disengage at will.
The same for aircraft. This would allow players more control over the number of sorties they could launch. (This would be best for a situation of air supremacy. If bombers get tied up by interceptors, they are stuck where they are until the battle is fully resolved.)
To avoid abuse (i.e., players setting artillery barrages at 1 round and then hitting the rounds again and again until they got satisfying results), the dial could be set in increments like the retreat and intercept dials (maybe 3 rounds; 5 rounds; and 7 rounds).
< Message edited by springer -- 1/25/2010 1:49:48 AM >