(09-05-2010, 04:28 AM)Lien Leposh Wrote: I remember a game Operation Crusader
http://www.mobygames.com/game/operation-crusader
...
Not sure if that was true IRL but it made the game interesting.
Can anyone remember this?...
Yes, I remember this title. It is still on our "classic ladder" here at the blitz. I put in many enjoyable hours with that game and the series. The W@W DOS series by Atomic & AH had a lot of innovative ideas for operational war games. Some worked well, some did not.
As noted by Glenn, the idea of my proposal to HPS was to create a trade off in effectiveness for troops pushed 24/7 in a scenario of PzC. This just was not done in WW2.
In times when an attack might have continued after darkness, sometimes another regiment, division etc. would take over and "pass through" the exhausted organization that had been fighting in that section of the line all day. This usually happened in the dusk or daylight, even dark, but very slowly. Friendly fire could really ruin your night turn. For those fans of the BOB HBO shows, think about the "night of the bayonet" for a microcosm. Night can be a scary time in WW2. Add some light snow, no moon, or some rain, and movement of
units with cohesion can be down right stupid or at least desperate to succeed without penalties.
On defense, the defenders would re-organize, somewhat, or bring up reserves. We want these actions to take place, but at a cost in effectiveness for future turns.
You, the player, as overall commander have to make choices, none of which is perfect and cost free. That is the intent of the new rule being tested. Sometimes you will be wildly successful. Other times you will be moaning. And everything in between. Like the real commanders, if you take risks there will be rewards. The rewards may not come though, since a risk by definition means your plans / troops may fail in execution. And if you gamble....
Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp