RE: Gripes
Rubble is a tricky problem in PzC. Each hex is a km, that's a lot of rubble. In a city a rubbled hex probably could be anything from total destruction to representing large scale damage in only parts of a city. A rubbled village hex probably represents lots of scattered areas of rubble. These different rubble levels will take different amounts of time to clear, but in PzC they are all represented as the same. This is the limitation of playing a game at the km scale.
When engineers clear rubble they open the hex up for movement in all directions. In a rubbled city hex this could represent clearing 6+ solid km of rubble. For rubbled villages clearing the hex could be more equivalent clearing the main roads through a handful of small villages.
I also find rubble clearance a painful exercise but when you are idealizing a highly variable activity as that represented by rubble clearance you have to accept that it will be implemented in a broad fashion.
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