Scaled effect of ZOC

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
Post Reply
Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

Scaled effect of ZOC

Post by Cabido »

From all the aspects of the game which can figure in a wish list, there is one which really bothers me: the effect of very small units ZOC on movement. Movement pace is the most important aspect when attacking, since most scenarios have a time schedule. When chasing units that RBC, a very small unit can keep its ZOC restricting movement as intensely as a strong unit. It is kind of strange seeing a whole good health brigade keeping its pace to a minimum when passing aside a disorganized SPOTTED unit that is being chased.

I think that small, disorganized units should have their ZOC effect scaled down, unless unspotted. That would make the effect of these units more realistic, so that a simple containment by friendly units should guarantee free pass to other units, instead of the need of repeatedly having to chase, encircle and kill the unit (which seems like a gamey aspect to me, apart from being tedious) or just chase it randomly around until eliminated. A bonus would be reconnaissance (spotting) playing a further and more important role. Units in difficult to spot terrain, like jungles, would have a greater probability of restricting movement of bigger units than in the open. I can't really see a small group of disorganized men and equipment spotted in the open restricting the movement of a whole brigade size unit.

I think that the size of the unit and the spotted/unspotted variable should play a role in the movement penalty applied.
Post Reply

Return to “The Operational Art of War IV”