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Partisans

Posted: Sat Jul 07, 2018 3:30 pm
by Elessar2
The other thread reminded me of something that's bugged me ever since SC I. How the partisan war is run.

As it is, it is easy peasy: just stick a unit on a spot on the map. Kills partisans dead (rather, they cannot be born in the first place). God, err, the game engine rather will even helpfully point out where they can appear.

If it were that easy, wouldn't the Germans have done exactly that?

I'd prefer to have them spawn within a 3-5 hex radius of the given scripted spawn point. They would then disrupt supply if they moved and ended their turn next to a city or railroad or resource. You would have to go out and kill them to keep your lines clear, and even then there would be no guarantees. [This would apply to the "free range" partisans-you probably should still have to garrison certain key cities as well, but not as many as we currently have]

Right now it is simply too cut and dried and predictable, and no real strategy involved either, since everybody builds the garrisons/other el cheapo units to block them.

Thoughts?

RE: Partisans

Posted: Sat Jul 07, 2018 5:00 pm
by xwormwood
Yes and now. Partisan war was something entirely different in WW2. SC offers one way to simulate it. I would prefer if they could "dive" like subs, and keep silent, like subs (silent: tiles don't change control if moved into).

RE: Partisans

Posted: Sat Jul 07, 2018 6:31 pm
by vonRocko
Interesting idea. But I have enough trouble with them as it is. The garrisons do represent a pretty large amount of troops committed already. I don't want a "whack a mole" partisan mini game.

RE: Partisans

Posted: Sat Jul 07, 2018 7:19 pm
by KorutZelva
Maybe if the spawn tile was random and invisible at the beginning of the game and after a first spawn (or supply disruption) they would be listed when you press the hotkey.