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RE: Another flag that doesn't work?

Posted: Fri Oct 16, 2020 3:33 pm
by Zovs
I switched the precipitation to occasionally and that has seemed to help out a lot.

RE: Another flag that doesn't work?

Posted: Sat Oct 17, 2020 2:52 pm
by golden delicious
ORIGINAL: 76mm
Actually, this is exactly what I don't want to do...I find this type of black-box very frustrating, convoluted, and counter-intuitive. Panzer Campaigns, for instance, a more abstract but simpler and, in my view, better system: Units in PzC are containers for equipment, just as in TOAW, but the unit speed and movement class is set at the unit level, rather via some opaque process involving the summation of equipment characteristics. There is more to it than that, but that is the basic concept...

Well, one of the advantages of TOAW's approach is that you can have a unit with slots for 0/12 trucks, which will be very slow, then when those trucks show up it becomes very fast. I appreciate this is actually a fairly rare scenario.
hmmm, this sounds interesting, but I don't understand what you're saying... Why would an HMG cause a divisional-sized unit move to attack, but not a battery-sized artillery unit?

What I mean is, any equipment you put in the unit will fight every time the unit fights. If an artillery battery comes under direct attack, you can imagine that the HMG assigned to the battery is problem going to get put into action.

If a division comes under attack- well, the HMG is actually 5km back and isn't going to be getting involved at all. Very likely, the artillery battery exits the hex before it gets into small arms range of any attacking units- if they ever get that far at all.

So, again, if you're putting that artillery battery in as a unit by itself, you probably want the HMG in the unit. If you're putting the whole division in, it's more realistic to leave it out- most times the division fights that HMG won't be involved. If you really want to get into it, you could create an AA-only HMG that has no AT or AP strength.