(05-18-2010, 10:05 PM)Strela Wrote: I have only tried the alt infantry and alt air rules briefly and really can't give much comment here. I did not particularly like the alt infantry fire rule but need to revisit it.
Actually there is not a massive amount of difference between this rule and the default fire rule, you can still target a unit which will defiantly take a portion of the losses/fatigue but the rest of the fire effects are also randomly spread amongst any other units in the hex, hence you cannot concentrate losses/fatigue on a single unit which taking into account the accuracy of WW2 weapons makes sense to me.
So just a subtle difference which should
not affect losses anything like the Alt Arty rule might.
Of course another approach that would not affect victory conditions (by producing differing losses) is to keep the mechanics of the default firing rules BUT when you fire at a hex the game engine randomly selects a unit to be affected, in that way you lose the "god like" control (and an element of luck is introduced) but the losses that count towards victory would not be altered!
Win, win IMO.
(05-19-2010, 01:34 AM)Ricky B Wrote: A bir further thought, regarding disruption - I have always thought that having a specific state, either disrupted or not, is too black and white and hence why the defender is unable to hold as tough as historically, in many cases. What I would prefer is a disruption range, similar to fatigue, that impacts fire in some way - either it causes a chance of an impact on fire similar to disruption with the loss of half effectiveness or alternatively it reduces firepower effectiveness between full and half by the amount of disruption, and when in an assault as attacker or defender leads to a chance of "disrupting" for that assault.
So no specific disruption status, just a chance of it being implemented with the current disruption effects for each fire or assault, but only for that specific action that is being tested.
It would be recovered similar to fatigue - maybe the current fatigue could even be the measure for disruption status. And reach max disruption and the unit then has a chance to break as currently happens.
This would allow the worn but defiant units to hold their ground in an assault, or panic and give ground, but not nearly as certain as currently. Alternatively, I also like hiding disruption status from the enemy side.
A bit off the original thread but just as interesting I think.
Rick
Nice concept Rick, that could be the basis of a great way of handling the disruption issue and i also agree that an even more simple fix is to hide disruption with FOW or make the disruption tag appearance through FOW a random event? :chin:
Some great ideas coming forth here.........:bow: