Pelton
Posts: 4355
Joined: 4/9/2006 Status: offline
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quote:
ORIGINAL: JeremyB There is a little thing that bothers me in the simulation model; it's another unrealistic consequence of the sequentiality of movement (which is already very artificial): If you want to get somewhere with a specific unit (generally a mechanized unit to grab an important hex) the best way is sometimes the shortest way, in terms of MP's, regardless of opposition. If the direct route from A to B costs, say, 30 mp's, and is packed with strongly entrenched enemy units, and if bypassing them with a short hook, out of enemy ZOC's completely, costs 35mp's, due to the abitily to have other units clear the path completely before spending the first mov point, a unit would go faster through the path of strongest resistance than by bypassing resistance (which was the essence of panzer blitzkrieg). That is true even if the defenders "held" for 30 consecutive combats, while only giving way at the 31st. I was wondering if giving (previous) combat locations a mov cost, or maybe even kind of a ZOC, with highter costs if there were "HELD" results, wouldn't be appropriate... BTW, doesn't anyone miss the old War in Russia suspense of watching the enemy moves unfold during the resolution phase, the breathtaking anguish while uncertain combats were unraveling? Wouldn't it be nice, for human vs human at least, to have a sort of a mini animation of the enemy's progression and sequence of combats, rather than just starting the turn and seeing, oh, damn, he took Leningrad, having missed all the drama, and having only the slighly arid and unemotional comabt reports to rely on to get an idea of what happened? I think witp has something like that, be fun to watch thats for sure.
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GHC 15 - 3 - 7 10 games ended in 41 (10-0-0) 4 games ended in 42 (4-0-2) 3 games ended in 43 (1-2-3) 1 game ended in 44 (0-1-2)
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