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Another suggestion for a game engine ammendment
12-06-2008, 05:38 AM,
#14
RE: Another suggestion for a game engine ammendment
Liebchen Wrote:
Rev Rico Wrote:I have certainly been the beneficiary of the stacking limits effect on enemy units retreats (and the victim, too!). It does seem a little stringent. How about the overstacked retreating units are automatically broken and the units occupying the hex before are disrupted? Lot better than complete annihilation.

That sounds like an excellent solution, to me.

I'm sorry guys but I think this is the worse sugestion I have heard in a while and believe it would have to be an optional rule. As has been said 'be careful what you ask for'. :rolleyes: The whole concept of the game play revolves around the concept of disruption. In most cases you will find a disrupted unit will always retreat except if ZOC or Stacking preclude it. The key to the winning the game is to avoid disruption in the first place and you have come up with an additional way to have your units disrupted. This will probably help to prevent a defense in depth and make it easier to roll up your lines.:soap: JMHO

As fas as 'killer stacks' The old SSI games including 'Mech Brigade'-you park a division on an objective hex and let the AI attack it piecemeal. ( I started wargaming on an Apple IIE -no hard drive and 64kb of memory):smoke:
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RE: Another suggestion for a game engine ammendment - by fastphil - 12-06-2008, 05:38 AM

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