minefields?

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DONNIE67
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minefields?

Post by DONNIE67 »

Does this game simulate minefields?

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Lobster
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RE: minefields?

Post by Lobster »

No. Would be nice to see but nope.
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governato
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RE: minefields?

Post by governato »

11.9.3 "Contaminated Terrain: Adds 50% to the total Movement Point cost of moving into the hex. This will prevent the unit from moving through more than one contaminated hex per Turn." It also decreases readiness. Many Designers use Contaminated terrain for mines. It works at the Operational scale of the game.
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Lobster
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RE: minefields?

Post by Lobster »

Too bad there are no losses associated with it. Around 20% of U.S. tank losses were due to mines.


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ne nothi tere te deorsum (don't let the bastards grind you down)

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governato
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RE: minefields?

Post by governato »

ORIGINAL: Lobster

Too bad there are no losses associated with it. Around 20% of U.S. tank losses were due to mines.


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Yup. Imperfect solution. Don't get me started with the lack of any easy way to model breakdowns/obsolescence (non enemy losses in your plot) for vehicles in TOAW :0, but here we are, still driving through Russia with trucks that can be infinitely repaired. I guess a man can just hope for future upgrades.
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Curtis Lemay
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RE: minefields?

Post by Curtis Lemay »

ORIGINAL: governato

Yup. Imperfect solution. Don't get me started with the lack of any easy way to model breakdowns/obsolescence (non enemy losses in your plot) for vehicles in TOAW :0, but here we are, still driving through Russia with trucks that can be infinitely repaired. I guess a man can just hope for future upgrades.

Pestilence?
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golden delicious
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RE: minefields?

Post by golden delicious »

ORIGINAL: Curtis Lemay


Pestilence?

Pestilence sends 100% of vehicles to the "On hand" pool, doesn't it? So as noted by the previous poster, "repaired forever".
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golden delicious
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RE: minefields?

Post by golden delicious »

ORIGINAL: Lobster

Too bad there are no losses associated with it. Around 20% of U.S. tank losses were due to mines.

OK: but minefields as map terrain would be extensive zones of mines, as were common in North Africa and on the Atlantic Wall. I would guess that the majority of that 20% losses to mines were locally laid mines as part of a more conventional defensive zone, and so would effectively be modelled by a unit being in "fortified" deployment or whatever.
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Lobster
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RE: minefields?

Post by Lobster »

Dummy units can soak up replacements so yeah pestilence.
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Lobster
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RE: minefields?

Post by Lobster »

Map scale would also be a factor in representing mine fields. I wouldn't use them on anything 5km per hex or higher. Maybe not even at 2.5km per hex.
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golden delicious
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RE: minefields?

Post by golden delicious »

ORIGINAL: Lobster

Dummy units can soak up replacements so yeah pestilence.

Well if you've got a mechanism like that I'd want pestilence turned off, as trucks which are just sitting in reserve will break down at a similar rate to those which are in the field.

For breakdowns from heavy use, you already have a certain amount of attrition when a unit moves.
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Lobster
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RE: minefields?

Post by Lobster »

It isn't just about trucks. It's mostly about the Soviet tanks in the east. They lost them by the handfuls through breakdowns and abandonment. Simply driving the unit around wouldn't even begin to touch those losses. Much of the artillery lost was simply unable to move so was abandoned. Too bad we don't have a reliability factor and a one piece of towing equipment for one artillery piece.
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Zovs
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RE: minefields?

Post by Zovs »

Pestilence is not a good option for minefields, this is one feature that TOAW has sorely missed for 23 years.
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