Modded ZoC and Action Points?

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CaesarAug
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Modded ZoC and Action Points?

Post by CaesarAug »

Just looking for opinions here...

In my home-made mod, I’ve incorporated the increased “front line” ZoC for naval units, borrowing the idea from the modder of the Naval Mod: ZoC penalty 6.
And thus, for practically all other land units (except HQs and Rockets), passing them over to the “support units” but adjusting the required number of units to 1 for them to cause a +1 Action Point penalty for enemy land units. The air units and transports, amphibious, remaining in the No ZoC area.

Question: since virtually all land units now exert a ZoC with just one unit (instead of the game default two units), would it be better to adjust the game default Action Points +1 for all land units to “compensate”?

In other words, since land ZoC are now more “restrictive” because it only requires one unit (of any type) to make ZoC work, would it be better for game balance to increase the game-start Action Points for common infantry types from 3 to 4, and tank/ armour from 5 to 6, etc.?
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BillRunacre
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RE: Modded ZoC and Action Points?

Post by BillRunacre »

I think this is something that will be best tested and experimented with in Hotseat mode. It might be that only some units need a bump, or none, but it's very hard to speculate as seeing is believing.
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CaesarAug
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RE: Modded ZoC and Action Points?

Post by CaesarAug »

Yes, I’ll just need to test some more and get a feel for the game flow.
Another possibility is to retain game default Action Points and limit the land unit types that can enforce a ZoC.
Traditional board wargames have ZoC capability mainly for tank/armour, mechanised units, but normally not foot infantry types.

In my mod, I’ve developed a motorised unit and a bergsjaeger unit, with adjusted stats. I’m thinking perhaps limiting
ZoC capable land units to motorised, mechanised, light, medium and heavy armour, and anti-tank units.

Either way, I see the need for more testing time. [:D]
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Elessar2
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RE: Modded ZoC and Action Points?

Post by Elessar2 »

Very good question CaeserAug. Wish there was a fourth unit category there in the relevant editor screen, since I've pretty much decided that ships need a ZoC entering penalty = half of their movement, a la the Naval Mod.

At the vanilla scale tho Infantry Armies probably need it too, since with 4-8 divisions they'll be spilling out of every hexside. [8D]
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CaesarAug
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RE: Modded ZoC and Action Points?

Post by CaesarAug »

ORIGINAL: Elessar2

Very good question CaeserAug. Wish there was a fourth unit category there in the relevant editor screen, since I've pretty much decided that ships need a ZoC entering penalty = half of their movement, a la the Naval Mod.

At the vanilla scale tho Infantry Armies probably need it too, since with 4-8 divisions they'll be spilling out of every hexside. [8D]

You know, this does require some thought. The Naval War Mod incorporates a very useful ZoC for ships: that much seems clear.
But the naval ZoC set to a penalty of 6, obviously means that land units must go to the middle column in the editor.
But now you really can’t mix foot infantry with armour units and activate the ZoC penalty with 2 units anymore.

So the issue becomes game start Action Points and deciding how much of a change in game flow it is mixing foot infantry and armour, and activating ZoC with just 1 unit.

In testing so far, I tend to be inclined towards maintaining game default land unit Action Points (since I incorporate a motorised unit, I’ve reduced the AP of Corps to 3, like the rest of foot infantry).

But all this needs further testing as far as I can see.
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