Keeping units together?

Piercing Fortress Europa is a new game from veteran game designer Frank Hunter, which covers the campaigns of the Western Allies from July, 1943 through the end of April, 1945 in Sicily and Italy. Each area has its own map and time scale to best represent the campaigns for Sicily and Italy and the player is offered complete freedom, limited only by a historical order of battle and logistics model, to plan his operations and explore all of the many “what ifs” that the Italian theater has to offer.
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jack54
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Keeping units together?

Post by jack54 »

I've noticed no Hqs in the game so it seems Command and Control is abstracted but should you keep the same national forces together?

Are there advantages?

Thanks
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FrankHunter
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RE: Keeping units together?

Post by FrankHunter »

There is a coordination penalty if Commonwealth (plus Poles etc) and US/French units are stacked together while defending, or attack the same hex, even if not stacked together. The coordination penalty is random but averages 10%.

I did experiment with HQs very early on, they could have been added but since they're normally used to abstract C&C by limiting activation and as I decided to to do that at the division/brigade level instead with combat supply points they seemed to me to be redundant in game terms.

I thought of forcing the Allied player for example to assign supply and fuel to the US 5th Army or the British 8th Army before passing it on to subordinate units but I didn't think it added anything to the game. Another idea was to use HQs and give them a command range where only subordinate units in that range could be given supply and fuel but that too seemed to be adding complexity for the sake of complexity.

In the end I felt a coordination penalty was enough to keep the armies somewhat separate.
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jack54
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RE: Keeping units together?

Post by jack54 »

Thanks for the quick reply...it makes sense[:)]!
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Rasputitsa
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RE: Keeping units together?

Post by Rasputitsa »

ORIGINAL: FrankHunter

There is a coordination penalty if Commonwealth (plus Poles etc) and US/French units are stacked together while defending, or attack the same hex, even if not stacked together. The coordination penalty is random but averages 10%.

I did experiment with HQs very early on, they could have been added but since they're normally used to abstract C&C by limiting activation and as I decided to to do that at the division/brigade level instead with combat supply points they seemed to me to be redundant in game terms.

I thought of forcing the Allied player for example to assign supply and fuel to the US 5th Army or the British 8th Army before passing it on to subordinate units but I didn't think it added anything to the game. Another idea was to use HQs and give them a command range where only subordinate units in that range could be given supply and fuel but that too seemed to be adding complexity for the sake of complexity.

In the end I felt a coordination penalty was enough to keep the armies somewhat separate.

This does make sense in the scale of the Italian Theatre, but in a larger scenario such as Normandy, or the Eastern Front, using Army, or Corps, commands controlling subordinate units might be more appropriate. Not to provide complexity, but to make it easier to manage larger forces, whilst keeping the realistic feel and advanced planning necessary with your WEGO system.
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