ORIGINAL: gliz2
When I read some of the gems you produce I loose the appetite for trying to beging to understand.
Then you should have no trouble producing clinching arguments against mine.
A strategic bomber could not be used as CAS.
Again, you were the source of that example. No one mentioned B-17s till you did. Nevertheless, they
were used to bomb troops multiple times in Normandy. They famously created the breach that started the Cobra operation.
Not even your case of B52 in Afghanistan (bombing from 20.000 feet) is anything near what my initial question was referring to.
The example was exactly what you were referring to - bombers hovering over the battlefield.
Just to end this futile subject. During the IIWW even the CAS required a call-in by a special liaison officer by at Division/TF Level. For a bombardment of enemy position a substantial amount of delay was involved. And it also happened in time. In FITE2 I'm able to order strategic bombardment and engage in combat in the same turn. I hope I don't have to explain what in reality would be the result of such action. So in reality a bombardment of enemy position was "consuming" time, hence should also leave TS on the hex to follow the logic behind TS.
Of course all sorts of planning has to be done before an attack kicks off. Not just for air support but for artillery support and for coordination of the ground forces. But that is being done while the ground forces are moving into position. They don't wait till everyone's ready to go then start to make plans. In TOAW terms, it all takes place under the hood before the kickoff. It would not use any time of the actual attack itself - that is only consumed by the moving units themselves.
As to the example of unit being surrounded. Well in reality the unit would be withdrawing before the encirclement have happened. In game this is not possible. Time Stamp does not solve anything here as it only mark used combat rounds. Engine can still be exploited.
Right. No units were ever surrounded in real life.
As to the roads please check many pictures of hedgegrowed roads in Normandy, road to Eindhoven used for advance during Market Garden or try to imagine two double-deckers trying to pass each other on many roads in Rome. Then you should understand what I mean by limitations of roads and moving stacks.
I cannot imagine any vehicle capable road that couldn't allow vehicles to pass foot solders. And even if there is some magical road of that nature somewhere on Earth, it would be an outlier of monumental proportions. It cannot be the general rule for TOAW.
And I didn't do anything wrong. Unit evaporated because it couldn't withdraw but the combat turns used were the once of units involved in combat. Correct me but I think the rules do not treat a blocking unit as a one that took part in engagement. If that would be so then it would create an issues for consecutive engagements with the same unit where in its path there would be units that were moved first (before combat occured) but arrived later. I know it is related to how movement and combat are simulated in FITE2. There is no way around the limitations. Once again I dispute the outcome of Time Stamps and not the idea itself. I'm just keen to know if there is any other solution like for example in John Tiller's systems.
Unless you're going to give us some screenshots of what you are doing I can't figure out what you are doing wrong. All I can do is show you an example where blocking units cause a huge delay. Check the attached shot of the Combat Chart. Note that the surrounded defenders were eliminated by round four. But the attack consumed nine rounds due to a late unit that was blocking their retreat path. The late unit was not part of the attack but was adjacent to the defenders.
