RE: Mud Movement penalties seem low
Excellent stuff Volcano Man. I realize adjusting the Mud values alone would not solve the problem. I like the way in your alt scenarios that wheeled/mechanized units are encouraged to use roads as axis of advance. I wonder, since Glenn said armor units would go 3-4 hexes in good weather, is why would that be considered bad if that is realistic movement rates? It seems appropriate to the scale here. I wish the game engine differentiated the cost of MP's from behind front lines vs. behind enemy lines. Games by SSG for example, do this by having a MP penalty for hexes behind the enemy line.
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