Volcano Man Wrote:A more realistic approach would be to require vehicle units to be in T mode in order to enter and sit in a City, Town, or Industrial hex (but not a village or rubble hex). This would make vehicle units extremely vulnerable as they sit in these areas (out in the streets; half defense value and receive no bonus from defensive modifiers) and influence them to keep out if all possible, or unless you have an armored units with very high defense value. I have suggested this before a long time ago but it didn't really go anywhere. :( Some ideas would make the game more realistic, sure, but at the end of the day you just have to make a scenario or mod in the image of what you want it to be within the limitations of the game engine.
Travel mode would accomplish what you want for a specific case VM. By forcing travel mode, you would get the unintended consequence of vehicles not using bombed out buildings, hiding around corners, or just plain dug in hull down behind a stone wall along a street for the defenders.
As for attackers, they would use an advance by bounds alternating movement between the infantry and armor with the armor over watching each small advance rush by the infantry. At least that is how I see armor moving in an urban zone where resistance is expected. Forcing travel might make sense for the attackers if the enemy positions are unknown. If the enemy has already been in contact with the attacking infantry and the tanks are brought up for direct fire support, I would assume the tanks will try to find the best cover or angles to set up for their fire support.
Such tactical considerations may not be able to be modeled at the PzC / MC scale, so a wide range of outcomes from direct fire attempts can be the best we can do to show how urban combat can be such an uncertain thing for both sides from the player / commander's POV
Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp