• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Possible Mods
10-29-2010, 03:22 PM,
#3
RE: Possible Mods
(10-29-2010, 02:35 PM)Larry Reese Wrote: Not for doubling motorcycles myself. Understand reversible double time, but then understand leaving it the way it is too. Maybe the sarge misjudged the distance or angle of slope that needed to be climbed. Whoops... our troops aren't perfect.


Minelaying engineers... I'm all for them being able to lay more, but I think there needs to be some way to force them to take a few turns to do it. Laying a field in a single turn, on the scales we're looking it at, is humanly impossible (not to mention, mines aren't light, they have to come from somewhere and engineers don't carry 500 weight each you know). But then, with the weak supply rules we have in the game, we could assume the invisible ammo trucks also bring the invisible boxes of mines. If there were some way to say pin the engineers to a hex for 6 turns or so to lay a single field (perhaps give them a percentage of success each turn that would average out at success in six turns, something like the digging in button, so the engineers can run for it and leave the field incomplete if they have to), but allow an unlimited number. And of course, then there is the consideration that what we're modeling in CS is really a mixed high density field (i.e. anti-personnel and anti-vehicle mines in an integrated lay out with appropriate camo). My problem with mine fields though is that if you're in one and come under direct or indirect fire, there should be some serious morale consequences, and possibly even enhanced combat damage. While we could tie different levels of this to the density of the fields in question, in actuality, the enemy has no way of knowing what the density of the field is.

I think on the blocks issue, the type of breaching you're talking about is represented by the slow movement of units through the breach hex, infantry cutting small passage ways and cautiously advancing and keeping a lookout for mines, etc..., often done in very out of the way places...., while a thorough clearing of main roads and passages, including mine sweeping to assure the area is truly clear would be the province of the engineers. My vote would be leave it as it is.

LR

Why not double motorcycles? We have just doubled most other transport.
I agree the fatigue issue has a case either way.
"Mines aren't light"---a sweeping generalisation,as most WWII types were designed to be laid by hand. I suggested in my proposal that the laying element would have to be in supply undisrupted,etc. That is all CS requires to get rations and ammo up. Why should laying a minefield be quicker than clearing one? Has anyone here cleared or laid a minefield?( I have laid wire and set claymores, the latter task physically non demanding as I recall, but a long time ago now.)
" And of course, then there is the consideration that what we're modeling in CS is really a mixed high density field (i.e. anti-personnel and anti-vehicle mines in an integrated lay out with appropriate camo).i.e. anti-personnel and anti-vehicle mines in an integrated lay out with appropriate camo)" Are we? Really? The staff college solution. More likely what we are laying is what the truck brought.
As for the rest the combat effects of engagement in a minefield are outside the scope of my proposal, which is merely to remove the limitation on laying mines.

I take your point on blocks. But "Slow movement" again a staff solution rears its ugly head. Patton or Rommel would be happy,I'm sure. The Brit A/Cs used to use a grapple and tow the wire aside.
Quote this message in a reply


Messages In This Thread
Possible Mods - by K K Rossokolski - 10-29-2010, 01:15 PM
RE: Possible Mods - by Larry Reese - 10-29-2010, 02:35 PM
RE: Possible Mods - by K K Rossokolski - 10-29-2010, 03:22 PM
RE: Possible Mods - by Larry Reese - 10-29-2010, 06:44 PM
RE: Possible Mods - by K K Rossokolski - 10-29-2010, 08:17 PM
RE: Possible Mods - by Kool Kat - 10-29-2010, 10:07 PM
RE: Possible Mods - by Larry Reese - 10-30-2010, 05:20 PM
RE: Possible Mods - by K K Rossokolski - 10-30-2010, 06:20 AM
RE: Possible Mods - by Crossroads - 10-30-2010, 07:00 PM
RE: Possible Mods - by Kool Kat - 10-30-2010, 11:30 PM
RE: Possible Mods - by Larry Reese - 10-31-2010, 04:56 AM
RE: Possible Mods - by Kool Kat - 10-31-2010, 07:21 AM
RE: Possible Mods - by K K Rossokolski - 10-31-2010, 01:46 PM
RE: Possible Mods - by Crossroads - 10-31-2010, 04:21 PM
RE: Possible Mods - by K K Rossokolski - 10-31-2010, 04:54 PM
RE: Possible Mods - by Crossroads - 10-31-2010, 10:28 PM
RE: Possible Mods - by K K Rossokolski - 11-01-2010, 07:48 AM

Forum Jump:


Users browsing this thread: 7 Guest(s)