Air unit cards

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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glvaca
Posts: 1312
Joined: Tue Jun 13, 2006 12:42 pm

Air unit cards

Post by glvaca »

Hi,

I would like to add HQ's for the airforces.
The Russians grouped their air regiments under Divisions and Air Armies.
The Germans had Divisions, Air Corps and Air fleet HQ's.

Some questions, if air units are based within the range of thier assigned HQ, will they benifit from the HQ combat mod when engaging in air combat?
Secondly, how can I create Leader cards that have an effect on air units? For example a training card, or morale card, etc...

If there's one thing that I think should be considered for further dev work it is the air war. I understand that the game tries to abstract certain things and there will always be discussion on what is to much abstracted and what not. In any case, it would be benificial to the game (and campaign designers) to have more options to modify the air war without impacting the ground war.

For example, in settings you can change the amount of morale loss when retreating or panicking, but it seems this affects ALL combats. While, in this case it would be very interesting to be able to change this only for air units.

Is it possible to split this in the editor yourself or is this hard coded?

Any help always appreciated!
Thx,
Glenn
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Vic
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RE: Air unit cards

Post by Vic »

Not 100% sure if the AI would play game. It will probably re-assign all air units to high command.

But for human players it should work with making the HQs.

However the game is hardcoded for staff and officers not to give bonus to air units, so the only option open to you to make this whole organisational effort count is to introduce officers with action cards for air only.
For example: Bomber attack, Recover readiness, Intercept Tactics, etc.. and you can influence like the other officer cards the experience, readiness, morale, attack bonus and defense bonus of the air units.

As for changing the change of morale loss in combat based on SFType. No. A lot of combat rulevars are general and not SFType specific.

best wishes,
Vic

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glvaca
Posts: 1312
Joined: Tue Jun 13, 2006 12:42 pm

RE: Air unit cards

Post by glvaca »

Hi Vic,

Thanks for your reply!
Good to hear there can be action cards for air only, now I only need to find out how!

Back to the manual!

Cheers,
Glenn
glvaca
Posts: 1312
Joined: Tue Jun 13, 2006 12:42 pm

RE: Air unit cards

Post by glvaca »

Humm, this seems a bit over my head right now [:)]

I would really papreciate a bit of help to understand the principle.
As an example, a screenie of the bombardment card for arty.
What would I need to change to apply this to air units?

Thanks
Glenn



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