RE: Air power.........
It's not if you can do something "kewl" it is the scale of the game.
You want an "operation" messed up by air power in a "tactical" game?
A scenario designer can already build that into the scenario design.
You should start an artillery thread where we can discuss artillery effects that last through the enemy turn and continue to attack a hex in the friendly turn. Then you won't have snippets of six minute artillery fire that you can drive through with no effect?
But, the game works well within the original parameters. Tinkering with something that works, and has worked, just to make a "kewl" change is really not what I want to see. Especially if it changes the parameters of the game. Then you might as well play the Tiller Panzer Campaigns Series. That is operational. Or, TOAW?
It truly is all about scale and playablility, while giving the most historical "flavor" that counts?
I really don't understand the comments about numbers of planes and tanks. My only thought is that if you want to play an air combat game? Buy an air combat game. :smoke:
Ed
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