From: Bedfordshire UK
Zones of Control :
The manual states that ZOCs are important in this game and so they are, with the AI demonstrating that it is fully able to set up a defence line with very few units, by making good use of interlocking ZOCs. Unfortunately the AI can become trapped in the same web of ZOCs, by allowing itself to be encircled too easily. On many occasions the Axis AI made a good job of using well timed withdrawals, just before a major attack was to be made, but on other occasions it crowded units into hopeless positions, which were too easily cut-off. The Axis AI was placing great importance on holding ports, which is sensible, but went into over-kill, risking far too many units, to be pinned against the coast and destroyed.
Historically, the Axis found it much easier to slip away, after holding ground, and maybe there is some fix which can moderate the effects of ZOC on the Axis AI in these situations, after all, the Axis knew the ground better, as they had been in occupation for sometimes months, whilst the Allies were always, to some extent, moving into the unknown. I think what I am suggesting is moderating the effect of ZOCs when hexes are, or have been, your own territory.
It is more likely that a side can exert control over a hex that has been recently in its ownership, by demolitions, booby-traps and stay-behind units, etc., than the opposing side could exert the same control over a hex that it has never previously occupied.
Is there a case that, where units from opposing sides can exert a ZOC over the same hex, the side which had previous ownership of the hex should take priory in ZOC, or that the ZOC effects should be initially mitigated/neutralised until the new owner has been in position more that one turn and can exert full control. This is intended to give the AI a chance to escape, as I think it needs the help.
Could there be a feature where, by selecting a unit and pressing a hot-key, all the hexes where that unit exerts an active ZOC could be highlighted.
There is a quote and I cannot remember who, but may have been Kesselring, that Axis demolitions forced such a delay on the Allied advance that Axis fighting troops did not add much more to that delay.
Game Manual : Also, I prefer that a unit has the ability to perform only one action at a time. So no leave a ZoC, move, enter a different ZoC and attack in this game.
In the game, as Allies, the ZOC do impose a significant delay factor, which is correct, but it is also adversely affects the Axis AI which may be too much, getting trapped in ZOC. The AI needs a helping hand, maybe a get-out-of-jail-free card in certain circumstances, with a delay (one turn) in the Allies being able to establish ZOC in newly won ex-Axis territory.
Some mitigation of the above Manual reference, so that the Axis AI does not get trapped so easily.
Obviously the Allies are not in the business of blowing up territory they are trying to liberate, so this only applies to the Axis.
It would be useful to be able to see ZOC ownership (hot key) and the Axis should initially have priority where ZOC might be contested, but to emphasis, this is only a short term advantage to the Axis, in the initial turn of transfer of hex ownership, after that, business as usual.
< Message edited by Rasputitsa -- 8/13/2019 7:37:27 AM >
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