its not the issue , in regard to damaging rails.. its that we are abstracting so much through the rails.. so essentially if you closs a rail, the whole week no supplies go through it.. maybe if we introduced a interdicted hex symble.. reduces movement.. but supplies are the hidden cost.. out of supplies or low on supplies aginst a supplied oponent , like in reality, your guys die.. so this is a tough one, allied bombing even in Normandy did not stop supplies... far from it
Back to this game, what degree do we watn to complicate it?
interdictioon... anti air support.. morters short medium and long range aertilery, or counter attacking breakthroughs.. or my favorite, the anti artillery counter battery mission.. I hope you see my point, it really is about scale.. and in Fury in the microcosm, with tripple the size map we can reduce the turns to two days, add lots of fun color coded stuff, but for this game I don't see it helping game flow.
Currently my air either is or is not dominant.. to the degree its dominant I blast through dug in forces or punish strong concentrations.. this to me is a good use of tactical air pwer.. mybe if we stopped thinking fighter and bomber and rather groups.. anti ground forces groups .. and dedicated anti air units.. not only does it play as is, its accurate, again to the degree we are looking for. funtion given the scale...
Did not mean to ramble sorry
< Message edited by freeboy -- 1/15/2012 10:15:34 PM >