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RE: Auto entrench at end of turn?

Posted: Wed Jul 19, 2006 3:47 pm
by a white rabbit
ORIGINAL: Gresbeck

So I don't get the point.
1) Is there any reason not to entrench at the end of the turn (penalty in movement, combat, TAS)?
2) If not, wouldn't it be better to implement an auto-entrench function at the end of each turn?
3) In terms of realism, wouldn't it be better to penalize units that entrench (in terms of movement, combat, TAS)?

..in toaw3

..the "goes into technical re-org" for no apparent reason seems higher, (not a complaint, it makes it more fun, and adds more judgement calls ), soooo, arranging where you spend the night becomes more important for me, now i'm not racing across maps, but ending moves and digging in where i feel i may need trenches/fortifications in the future..

RE: Auto entrench at end of turn?

Posted: Wed Jul 19, 2006 4:15 pm
by JAMiAM
ORIGINAL: Gresbeck

So I don't get the point.
1) Is there any reason not to entrench at the end of the turn (penalty in movement, combat, TAS)?
2) If not, wouldn't it be better to implement an auto-entrench function at the end of each turn?
3) In terms of realism, wouldn't it be better to penalize units that entrench (in terms of movement, combat, TAS)?
There is a very good reason to not automatically entrench at the end of at turn. Depending on the scenario, of course, but when HQ's do not have any support assets (artillery) in them they can sometimes be less than useful when dug in. First off, their supply gets drained for no effect, when adjacent to friendly units under attack. Secondly, their "support" in early rounds, will lead to the hex being observed by the enemy, which will give away your rear area units also stacked with them, providing the enemy with free recon.

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 11:37 am
by CptWaspLuca
Hi,
I don't understand this point...
For artillery it's obvious that the auto-entrench feature would be inadequate, but what for all the others units? An auto-entrench feature for all the other units would be a great improvement, if there is no advantage in letting them mobile...

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 1:07 pm
by hank
I would be wary of an auto entrench feature that digs in all units with "enough" MP's to dig in.  Could set up some bad situations ...
 
... but MORE importantly ...
 
... I think we need to change the TOAW map counters to look like CptWasp's avitar ... that would be a really cool graphic to have all the main equipment types (especially armor) shown as colored plan views.  
 
... just visualizing ... excuse please
 
  
 

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 1:34 pm
by golden delicious
ORIGINAL: hank

... I think we need to change the TOAW map counters to look like CptWasp's avitar ... that would be a really cool graphic to have all the main equipment types (especially armor) shown as colored plan views.

Not really appropriate to the scale. You've already got the 3D icon in the top right hand corner. That should be enough.

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 2:27 pm
by CptWaspLuca
What situations Hank? This is what I would understand! Excluding artillery...

The Avatar is a counter from a nice boardgame, Lock 'n Load, published by Matrix Games; you can play it with a VASSAL module on PC.

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 2:31 pm
by Gresbeck
ORIGINAL: hank

I would be wary of an auto entrench feature that digs in all units with "enough" MP's to dig in.  Could set up some bad situations ...



That's the point I don't understand. What kind of situations? Jamiam's post seems to refer to HQ's dig in. Other situations?
CptWasp, why do you think Arty's dig in would be inadequate? Is artillery less effective when dug in? Never heard about it.

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 2:36 pm
by CptWaspLuca
Artillery fires in support of in range units under attack, depleting ammo... so I could let an arty mobile to spare ammo.
Just wondering: adding a new arty command, spare ammo, and the "entrench all units with no orders and movement points remaining"!!! So I can order some arty to DIG IN AND SPARE AMMO and I have the very useful entrench all feature...
Or we are missing other potential defects of such a command?

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 2:42 pm
by Gresbeck
ORIGINAL: a white rabbit


..in toaw3

..the "goes into technical re-org" for no apparent reason seems higher, (not a complaint, it makes it more fun, and adds more judgement calls ), soooo, arranging where you spend the night becomes more important for me, now i'm not racing across maps, but ending moves and digging in where i feel i may need trenches/fortifications in the future..

Is this confirmed?

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 5:59 pm
by hank
ORIGINAL: golden delicious

ORIGINAL: hank

... I think we need to change the TOAW map counters to look like CptWasp's avitar ... that would be a really cool graphic to have all the main equipment types (especially armor) shown as colored plan views.

Not really appropriate to the scale. You've already got the 3D icon in the top right hand corner. That should be enough.

That was tongue-in-cheek. It looked so good ... that colored Tiger Tank in plan view ... too bad one of the other games couldn't spice up the map counters with something like that ...

Even though I play lots of hex map wargames, they all lack something for adding emersion. About the only way to help the player visualize the battle is through graphics and sound. Some map games totally ignore graphics and are hard numbers games. SSG's games and a few others have added some eye candy and of course PzCampaigns has the side menu with nice color pics of tanks and such. All that helps the player see what equipment he's dealing with on the battlefield.

... and in ToaW, the 3d icon in the upper right is fairly useless and poor quality (the numbers in info is all I look at there). I am sure that window could be made to display better graphics.



RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 6:51 pm
by CptWaspLuca
ORIGINAL: CptWasp

Artillery fires in support of in range units under attack, depleting ammo... so I could let an arty mobile to spare ammo.
Just wondering: adding a new arty command, spare ammo, and the "entrench all units with no orders and movement points remaining"!!! So I can order some arty to DIG IN AND SPARE AMMO and I have the very useful entrench all feature...
Or we are missing other potential defects of such a command?

Bump, please remain in-topic :)

RE: Auto entrench at end of turn?

Posted: Thu Aug 31, 2006 11:48 pm
by golden delicious
ORIGINAL: hank

Even though I play lots of hex map wargames, they all lack something for adding emersion.

Again, for the role that the player is going to be taking, there's not much to do to really add immersion. Perhaps if you're playing a Soviet commander and you fail your computer should deliver a lethal electric shock...
... and in ToaW, the 3d icon in the upper right is fairly useless and poor quality (the numbers in info is all I look at there).

Oh it's entirely useless. But some of the images aren't too bad.