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FITE2

Posted: Mon Jan 15, 2018 2:11 am
by dontra85
So the house rules say no naval or ground interdiction. Why? Does it effect thesupply system?

RE: FITE2

Posted: Mon Jan 15, 2018 6:37 am
by larryfulkerson
ORIGINAL: dontra85
So the house rules say no naval or ground interdiction. Why? Does it effect the supply system?
Yeah, I was wondering about that my own self. No INT or Sea INT missions is highly
unusual for a scenario. The scenario briefing says that the bombers are able to drop so many
bridges so quickly that the battlefield can be isolated from the rest of Russia leaving a
very poor supply area very quickly. The Axis player has 180+ planes with lots of bombers and
a lot of them are bombers.

No bridge bombing is unusual as well. I was going to try to drop some of the bridges that the
Axis would have to travel over to get into my backfield and now that idea is nyet, nyet. It's
going to make for a much longer war.

RE: FITE2

Posted: Mon Jan 15, 2018 6:49 am
by cantona2
i think its for balance issues due to the constraints of the game engine. A whole division that is travelling on rail can be pulverised from the air and the bridge issue is a fair one as per the explanation in the scenario briefing. Perhaps there can be a HR in which maybe two or three squadrons tops are placed in INT orders but having played FITE in TOAWIII aerial interdiction can cause great havoc in the movement of troops, which I guess was the reason for INT missions in real life. Maybe the game engine does not model these accurately in a scenario as complex and huge as FITE2 the designers have erred on the side of caution in this respect.

RE: FITE2

Posted: Mon Jan 15, 2018 7:45 am
by larryfulkerson
ORIGINAL: cantona2
I think it's for balance issues due to the constraints of the game engine.
A whole division that is travelling on rail can be pulverised from the air and the
bridge issue is a fair one as per the explanation in the scenario briefing.
Perhaps there can be a HR in which maybe two or three squadrons tops are placed in
INT orders but having played FITE in TOAWIII aerial interdiction can
cause great havoc in the movement of troops, which I guess was the reason for INT
missions in real life. Maybe the game engine does not model these accurately in
a scenario as complex and huge as FITE2 the designers have erred on the side
of caution in this respect.
I think your balance issues explaination is valid but I'm pretty sure the Axis side
bombed bridges during the war. Maybe just one. So having none at all allowed is a
bit too cautious I think. And allowing just three squadrons per turn to do bridge
bombing sounds too few IMHO. The Soviets have rail engineers to repair the rail
do they not. Bridge bombing was allowed in FITE without restrictions just
like in real life and that almost eliminates all the excuses except for balance
issues.

RE: FITE2

Posted: Mon Jan 15, 2018 12:28 pm
by Lobster
It appears the scenario is missing lots of engineer construction units and pontoon units. Probably to reduce the number of pieces. That may be why some of the usual bridge destruction methods are not allowed.