Glenn Saunders Wrote:I ... have Helicopters on my list for MC
Any thoughts on the truck pool idea posted on the previous page? The basic mechanics of that should be readily extensible to any kind of non-organic tpt, be it helos, trucks, APCs, kangaroos, dukws, buffalos, etc etc.
Changing tack, yet again:
Engineers
Currently: Some engineering tasks are dependant on the number of men in the unit and the quality of the unit (eg, building bridges, clearing rubble, blowing bridges). In effect, these tasks have a random uncertainty around when and whether they will be completed. Other tasks are only dependant on the mere presence of an undistrupted engineering unit, regardless of size or quality (eg, clearing mines, blowing tank ditches). In effect, these tasks are guaranteed to be carried out as long as at least one sapper is on the job.
Proposal: Have re-think about what engineering tasks require in terms of manpower and skill.
IMO the dependancies 'should' be:
- * Building bridges: Ouality and Size of unit (engineers stacked in the same hex working on the same task should be treated as being a composite whole, though perhaps using the lowest morale level present)(Incidentally building should also cost the engineer unit fatigue)
* Blowing bridges: Quality only. Possible enhancements to factor in time requirement and/or size of unit requirement for medium, large, and rail bridges. (Incidentally - is there a reason engineers can't repair blown bridges? Timescale would be similar to clearing rubble, and dependant on the class of bridge being repaired.)
* Clearing Rubble: Ouality and Size of unit (engineers stacked in the same hex working on the same task should be treated as being a composite whole, though perhaps using the lowest morale level present)(Incidentally clearing should also cost the engineer unit fatigue)
* Clearing Mines: Ouality and Size of unit (engineers stacked in the same hex working on the same task should be treated as being a composite whole, though perhaps using the lowest morale level present) (Incidentally, giving mineclearing orders should require full - or at least some - movement points)(Incidentally clearing should also cost the engineer unit fatigue)
* Blowing AT Ditches: Quality only.
* Ferrying: Quality and Size of unit (there should be some relationship between the size of the unit doing the ferrying, and the amount of men it can ferry in a turn.)(Incidentally ferrying should also cost the engineer unit movement points and fatigue)
* Mine laying: Quality and Size of unit.(Incidentally laying should also cost the engineer unit fatigue)