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Airpower interdiction in these games
04-19-2010, 05:47 AM,
#5
RE: Airpower interdiction in these games
One unintended consequence would be the phasing player only using 2/3 MP every turn to bring up reinforcements from the rear area. PzC / MC is turn based. Using air strikes for interdiction simulation, no one should leave a column in transport mode at the end of a turn. Such a column could be spotted and bombed by the "more robust air oobs" units from the enemy. The exposure to attack seems greater than using the pdt values method. If your intention is to slow down reinforcement movement, then the solution above should accomplish that.

All I am saying is the sweeping opening argument of this thread about interdiction by pdt values being "faulty" is inaccurate. The pdt values method is simple, but not faulty as you claim. If you desire more complexity, that is what the editors are for.

Best wishes for you to work it out in your mod.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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Messages In This Thread
Airpower interdiction in these games - by FM WarB - 04-18-2010, 09:46 AM
RE: Airpower interdiction in these games - by Dog Soldier - 04-19-2010, 05:47 AM

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