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I wish.... - 12/20/2010 2:06:54 AM   
PeeDeeAitch


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Joined: 1/1/2007
From: Laramie, Wyoming
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(Actually, I have wished for this since back playing SPI's War In Europe on a 8'x8' table with Mike and Brian)

I wish that a unit could attack a ZOC and displace the control and gain control. I remember wishing that an open hex could be attacked (so a unit could advance in in tabletop advance rules), but in this current game system it would have to be an open hex attacked to gain control (given the stipulation that enough movement points exist to attack). I have had enough points to attack at times, but the blank hex and ZOC to ZOC movement penalties means I cannot gain control. Oh, were I able to drive out the recon, etc that the ZOC represents and replace them with my own...

Of course, I realize that this is too much - I imagine it is near impossibe to AI code this properly so a computer opponant could use this properly...but there are times I wish that one of my armies could just use this...oh well.
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RE: I wish.... - 12/20/2010 2:58:27 AM   
PyleDriver


Posts: 6152
Joined: 4/19/2006
From: Occupied Mexico aka Rio Grand Valley, S.Texas
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Ya I suggested that idea way back. Gary didn't bite...

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(in reply to PeeDeeAitch)
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RE: I wish.... - 12/20/2010 8:41:24 AM   
Redmarkus5


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If there was a 'ZOC strength' computed based on the combined strength of all adjacent units, that would do it(?). You wouldn't exactly attack the hex but the system would assign ownership one way or another.

Then, the unit that owned the empty hex could be given a higher recon rating than the ones that didn't.

Taking this further, you could up the chances of gaining said ZOC control if you attached recon-capable sub-units. This would add a whole new dimension to the game and more realism. You could focus your front line patrol recon on key areas.

Finally, ZOC ownership would up your fighting patrol value and increase the attrition rates for adjacent enemy units, while reducing your own.

Just brain storming...

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