(07-21-2011, 04:26 AM)Marquo Wrote: Most agree that the attacker has a distinct advantage in PzC now known as TOC. Many new rules such delayed disruption reporting, limited air recon and quality fatigue are used to reequilibrate the game. Much of the dysequilibration is due to the mechanics of an IGOUGO system.
Many board games and some other computer games attempt to solve this by calling each side's "turn" a phase in the greater context of a complete game turn. Housekeeping such as calculating supply, isolation is done for both sides at the beginning or end of a turn - and this is what could be done in TOC. This would serve to give the defender the time needed to adjust almost as if in real time. For example, in the current paradigm if the attacker attacks and surrounds a defender stack, this stack is immediately isolated /OOS as of the defender's turn. I propose that the defender be allowed to move and react in his phase aka "turn" in the state he was at the beginning of the attacker's phase aka "turn". Thus one attacker and one defender move = 1 game turn, with both sides keeping then state they were in at the beginning of the turn until the next turn.
This would really help the defender, and in general the defender is in need of help. :soap:
Marquo
I like it. Another idea, borrowed from the American Civil War campaigns series, would be that if a unit is not physically blocked by an opposing unit or impassible terrain, it should always be able to move into a vacant hex, even if an enemy zone of control extends into that hex. It would, of course, be subject to opportunity fire, and maybe even an additional x % loss. It seems too easy to isolate units as it is. Just my $.02 US worth....