Combat prosecution/resolution suggestion
Posted: Sat Aug 15, 2015 1:44 am
I understand that after land combat declaration, all the phases are gone through to establish the final combat odds. When the final combat odds are established, the phasing player can then decide which attack he wants to execute first.
I'd like to suggest another approach: After land combat declaration (which implies after all invasions and para drops), the phasing player should immediately be able to decide which combat to prosecute. On the surface, this sounds trivial, but sometimes the other player is not available for immediate input on whether they want to fly air support or such. So the phasing player should be able to advance the other combats first--those combats that do not require input from the non-phasing player. And when it is time to prosecute the ones that do require input from the non-phasing player, it takes less time to do that and advance to the next phase which may or may not require further input.
As part of this, perhaps there could be an indication that a given battle will require non-phasing player input in order to resolve it. Perhaps even detail the steps that may be required, such as whether HQ support or air support or engineer support, etc., will be available. Then as part of their standing instructions, the non-phasing player could give the instruction "if HQ support is all I have available, I will be declining, but if air support is available, I will want to use this or that plane, and I may also want to add HQ support in that case."
As is probably necessary for the purpose of following rules, all combat execution and resolution could still be suspended until after all relevant combat modifiers have been sorted out and applied. And of course that would ensure that (in a hotseat game) the non-phasing player could enjoy being present for all of it at once, and it's probably necessary anyway.
I'd like to suggest another approach: After land combat declaration (which implies after all invasions and para drops), the phasing player should immediately be able to decide which combat to prosecute. On the surface, this sounds trivial, but sometimes the other player is not available for immediate input on whether they want to fly air support or such. So the phasing player should be able to advance the other combats first--those combats that do not require input from the non-phasing player. And when it is time to prosecute the ones that do require input from the non-phasing player, it takes less time to do that and advance to the next phase which may or may not require further input.
As part of this, perhaps there could be an indication that a given battle will require non-phasing player input in order to resolve it. Perhaps even detail the steps that may be required, such as whether HQ support or air support or engineer support, etc., will be available. Then as part of their standing instructions, the non-phasing player could give the instruction "if HQ support is all I have available, I will be declining, but if air support is available, I will want to use this or that plane, and I may also want to add HQ support in that case."
As is probably necessary for the purpose of following rules, all combat execution and resolution could still be suspended until after all relevant combat modifiers have been sorted out and applied. And of course that would ensure that (in a hotseat game) the non-phasing player could enjoy being present for all of it at once, and it's probably necessary anyway.