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The elementar PROBLEM with the game
04-23-2019, 04:58 AM, (This post was last modified: 04-23-2019, 05:12 AM by wiggum.)
#6
RE: The elementar PROBLEM with the game
@2-81 Armor

Thanks for your thoughts on the issue.

Again, my idea would be a system like this:
1st -you select a bunch of units (dont have to be in the same hex !)
2nd -you set the "Stance" for them:

"Stay Put" -> unit does not cause attrition damage to the enemy units it can "hit" but does not use up ammunition and is harder to hit

"Harass" -> unit causes possibly only light attrition damage to the enemy units it can "hit" but does use only a average amount of ammunition and is a bit easier to hit

"Aggressive Attacks" -> unit causes possibly high attrition damage to the enemy units it can "hit" but does use a high amount of ammunition and is much easier to hit

3rd -you end your turn (if you are ready) the "shooting" is calculated and you get a window with a table that shows the results. You can set a threshold/filter for this statistic so lets say you set it to "Disrupted/Broken" and ">20 Casualties" and "Max Fatigue". Now you will see only units in that statistic that became either Disrupted/Broken, suffered more then 20 Casualties or became max. fatigued.

Of course you dont need to set it every turn...the setting is saved and of course there is a option to, for example, highlight all units set to "Harass".

Doesn't this sound like it would speed up the game brutally and making large campaigns less tedious ?
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Messages In This Thread
The elementar PROBLEM with the game - by wiggum - 04-21-2019, 07:43 PM
RE: The elementar PROBLEM with the game - by wiggum - 04-23-2019, 04:58 AM

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