ORIGINAL: mheard
My and other suggestions about air bombing seem to have started a debate about the scale of the game. I'm pretty sure that not everyone will agree about this scale and scope whether in the physical sense (extent of the of battle area, number of units and so forth) and time scales. JTCS is a tactical level game and not a strategic one. That much I am certain on. I suppose the context is that JTCS is not the game to fight the entire Battle of Kursk but just about covers the whole of Market Garden perhaps.
I somewhat agree and also beg to differ. I'd like clarity over suggestion.
What everyone should agree upon is the scale of the game?
From the very creation of the game series the manual states:
"What is the game scale?
A. The game scale is six minutes per turn and 250 meters per hex. Each Strength Point (SP) of an infantry platoon represents a half squad (thus, 6 SPs represent a platoon of three squads). Each SP of a Machine Gun platoon represents one MG “team” (and, thus, one MG); each SP of a gun (i.e., gun, mortar, or howitzer) battery represents one gun and its attendant crew; each SP of a vehicular platoon (regardless of type) represents one vehicle and its crew. Crews and guns are considered the same units for game play purposes"
From the game disk/folder help section:
Parameter Data
Minutes per Turn: 6
Meters per Hex: 250
Maximum Units per Hex: 6 Maximum Strength Points per Hex:24
Maximum Strength Points per Road: 12 (more than this number of SPs in the hex negates any road/railroad/path in the hex)
Minimum Non-Wreck Strength Points per Hex that Block LOS: 13
Minimum Wreck Strength Points per Hex that Block LOS: 6
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I believe that every unit, new terrain feature, and scenario should be done with regard to the game's scale.
ORIGINAL: mheard JTCS is a tactical level game and not a strategic one. That much I am certain on. I suppose the context is that JTCS is not the game to fight the entire Battle of Kursk but just about covers the whole of Market Garden perhaps.
Here we agree? I think that designing scenarios to model the entire operations of Market Garden, Normandy on "D_Day", and Kursk is way beyond the game's scale. I think you can design scenarios that show bits and pieces of the battles on a tactical level.
I personally believe that scenario designers can do whatever they like within what the game engine allows them to do. If that is Market Garden, I have no problem with them taking that on. I do not play the larger scenarios, unless as a team-game, and would never try to stop anyone from making or playing a large scenario. [:)]
With that in mind I think strategic bombing or carpet bombing is "out of scale". Though I do find your attack against bridges and other terrain features, including bunkers and Pillboxes, would be a neat little trick.
Would the ability of the plane to attack wrong targets still be in effect? A plane taking out the wrong bridge would be interesting, indeed. [;)]
RR





