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Stalingrad mod?
Posted: Wed Jun 29, 2016 4:02 am
by wodin
Is this engine capable of doing a Stalingrad mod. Say 250m hex and coy scale?
RE: Stalingrad mod?
Posted: Wed Jun 29, 2016 5:28 am
by ernieschwitz
Since there is no Line Of Sight, in this engine, I would say no.
RE: Stalingrad mod?
Posted: Wed Jun 29, 2016 10:37 am
by wodin
OK cool
RE: Stalingrad mod?
Posted: Wed Jun 29, 2016 5:17 pm
by Vic
What Ernie said is corretc, but one might argue that for the urban combat (outside the vast plains) the ATG and DC engines might suffice.
Would be happy to hear other limitations for lower level scenario design.
Best wishes,
Vic
RE: Stalingrad mod?
Posted: Thu Jun 30, 2016 1:13 pm
by davebob
I could see it. Maybe reduced officer/hq effective range. Artillery spotting units would be needed, including increased elevation bonuses. Artillery range would need adjustment.including mortars, eg, Russian 120 mm mortar. Artillery ammo should be a factor. Oil production would change to fuel depot, with a corresponding distribution system including wagons. Ore could be artillery shell depots, with another distribution system. One could convert horses to supply,food,....what, too much?
RE: Stalingrad mod?
Posted: Sun Jul 03, 2016 7:03 pm
by alomoes
I guess for LoS, you can use the hide value to hide infantry in suburbs or city tiles so you need spotters to find them.