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Attacking a Full Bridge Hex by Air
04-21-2008, 12:37 AM,
#31
RE: Attacking a Full Bridge Hex by Air
JonS1 Wrote:
Tbird Wrote:... an old Avalon Hill game called TAC AIR. Same level of play as in HPS and very robust Air Model.
No! Really? A game called TAC AIR with a robust air model? ;)

Jon, glad to see that you can identify a BFO when you see one! This is known within the US Army as a Blinding Flash of the Obvious (BFO). :whis:

Tbird3
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04-25-2008, 06:21 PM,
#32
RE: Attacking a Full Bridge Hex by Air
JonS1 Wrote:In that vein, here is a solution that can be implemented now (i.e., it requires nothing from HPS):

1) Open the scen, campaign, whatever, in the scen editor identify all the bridges you consider could be feasibly damaged within the time and space constraints of the scenario. As an example, you might select all full hex bridges, or all full hex and all heavy bridges over rivers/canals.
2) Destroy all those bridges in the editor, taking a count of how many you just killed.
3) Open up the OoB editor, and create a number of bridging engineer units, with zero (0) movement, zero (0) hard and soft attack, some AA value (maybe? See later), low strength (say, 20 or 30 guys. More for heavy robust bridges, less for flimsy bridges), and a reasonable defence value. Depending on how the scen starts you'll need to create some for the blue side and some for the red side (ie, in N44 they'd all be German. In FG85 you'd have a mix of NATO and WP).*
4) Go back to the scen editor, and place one of these new 'engineer' units at the site of each previously destroyed bridge.
5) Set the 'engineer' to have a bridge spanning the gap of the previously destroyed bridge.
Another way to do this - full full hex bridges only - is to create the engineers as naval units (Unit Class: naval, Unit Type: Engineer), check the Bridge Eng check box, ensure the speed is set to 0, then plonk the unit in the hex where you want a bridge, and toggle the bridge on.
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