tazaaron Wrote:Plus the 101st only had air assets to lift roughly one company per battalion and its impossable to portray that under current rules.
Thanks Aaron
Aaron
Yes, what is needed is 'transport capabillity' instead of integrated helos
and inf. Maybe that will show up sometime down the road.
No, this is not vietnam or iraq. and the enemy has sa-7's
But nato has stingers and blowpipes
And yet WP helo companies come and go with no losses when escorted.
[same goes for nato]
Some research indicates 101 can lift [could have in 85] two to three thousand men per cycle. As operational targets in germany are but 10 to 20 Km's behind lines. Thats easily a regiment in a 2 hour turn period.
Im not trying to be a pain in the ass. I just dont like it when senerios are constrained by the worry that people will manipulate the system in unrealistic ways.
I'm sure many who 'wont' use helo inf in such a way agree.
[use them ONLY, to create zocs to block retreat]
I just get depressed cause there is no real reason for the rules to be as they are. Many games have far more complex variables for each unit.
And there is certainly no deficiency in ram/cpu power to require any limmitation.
HPS games are brilliant and engrossing. They bring options of the past to life for us all. And the hps system works really well in all areas but one.
Many, many, will disagree but heres my 2 cents
*Helos and all other 'transport' should be seperate. This will increase power of mech inf. as it should, mech inf is too weak.
*ALL 'carried inf' be that by APC/truck or helo is disrupted on turn of disembarcation and during following enemy turn. UNLESS, the unit disembarks in the hex it started in that turn. Recovery from disruption due to disembarking is automatic appon next friendly turn
*Disrupted units HAVE NO ZOC. But disruption
from fires will be harder to achieve 'depending on quality of unit.'
[ie 50% harder for A, 25 for B, same for C , exct]
Aaron
Your scenerio is A1... we are having great fun.
Musashi