Airmobile units in MC - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Tiller Operational Campaigns (https://www.theblitz.club/message_boards/forumdisplay.php?fid=11) +--- Thread: Airmobile units in MC (/showthread.php?tid=45305) Pages:
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RE: Airmobile units in MC - Glenn Saunders - 05-04-2008 Mike Bowen Wrote:Tying all Helo units to a range from a base unit would be good. Making them dismount when disrupted might be an option and I would have thought you could except landing in some types of hexes at the end of a turn without too much difficulty it is, I guess, sort of the reverse of mech units not coming out of T mode in marshes. That is a good analogy Mike - and a neat analysis of how something that on the surface sounds good can have a number of twists to getting it right. And it is these exceptions that cause the programming headaches (or so I understand). John Tiller always asked me to express what I would like done without having to use the phrase "but if ....." in the logic. Glenn RE: Airmobile units in MC - Mike Bowen - 05-05-2008 odd that, the only things I do with programs is IF logic within word via our case management, I have no idea how Pz Camp works but its seems that it must have some form of IF logic. I really think tying in the range would help with lots of the "gamey" problems. You could make helo units break if outside the range a bit like units within a protected hex. Mike |