Conditional reinforcements

A brand new campaign-based 3D tactical engine covering combat in World War II, from the developers at Koios Works. The first operation covered is the famous "Wintergewitter" or Winter Storm, a desperate attempt by Hoth's 57th Panzer Korps to break through to the encircled 6th Armee at Stalingrad and the Soviet counter-attack by 2nd Guards Army that drove them back.

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Mobius
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Conditional reinforcements

Post by Mobius »

We haven't seen any reinforcement of any kind so far and here I am making improvements on them. [:D]
But what if you had to take a flag by say turn 10 you could get another platoon to come on the map?
Or if you held all flags for so many turns you could get some additional troops?
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Prince of Eckmühl
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RE: Conditional re-enforcements

Post by Prince of Eckmühl »

ORIGINAL: Mobius

We haven't seen any re-enforcements of any kind so far and here I am making improvements on them. [:D]
But what if you had to take a flag by say turn 10 you could get another platoon to come on the map?
Or if you held all flags for so many turns you could get some additional troops?

This isn't gonna help you a lot as I'm gonna respond to you with a different question.

Is this the sort of feature that'd be better suited to scenarios built on maps that are significantly larger in area than the ones that are currently available, ones that don't use corner to corner deployments in order to maximize the logitudinal axis of attack vs defense? As it is, if reups appeared in any location other than the extreme corner of the attacker's deployment quandrant, they'd likely be in combat immediately upon their appearance.

PoE (aka ivanmoe)
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