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[Discussion] How to improve urban combat in PzC/MC
08-31-2009, 07:48 AM, (This post was last modified: 09-01-2009, 04:29 AM by Volcano Man.)
#23
RE: [Discussion] How to improve urban combat in PzC/MC
Dog Soldier Wrote:...Are these really separate instances that would require modeling them different? Could you enlighten me why defending from an urban hex on the perimeter of the urban area, (PzC represents this lower density with village hexes) should result in a reduction of firepower on targets approaching the position?

Hmm, not sure if I understand the question exactly, but in your example where the lower density edges of a city (village) get a reduction in firepower as they approach the city, well, my suggestion was that vehicle units in only town, city, industrial hexes receive the "must be in T mode to reside in the hex" penalty, so villages would not because the rationale is that "villages", in the abstract, can be pretty much anything from a few farm buildings in an area, to a very small settlement. Either way, "villages" would not be too restrictive to the deployment of vehicle units, which is where we get into the realm of "towns".

Of course someone can always split hairs about what is a "village" and what is a "town" (and so on), but as long as a realistic penalty for such *high density* places exist to the point where vehicles cannot utilize their full combat power (offense and defense), thus making them avoid such places, then all the other details of why and how are irrelevant to something that would promote more realistic behavior. But again, I have come to live with it the way it is -- this is an old idea I had years ago. :P

edited: clarification
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RE: [Discussion] How to improve urban combat in PzC/MC - by Volcano Man - 08-31-2009, 07:48 AM

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