IP construction etc.
Posted: Tue Jun 07, 2022 2:00 pm
I wanted to wait till I had played a good amount of scenarios and games/situations before I made a point of recommending that we scrap the ‘dice roll’ odds mechanism for when an IP ( or any constructed position) is actually created.
The instances where I have waited for an IP ( and in some never received) for 12 , 15 turns (where in, in many cases the need for the IP etc. becomes superfluous) are very many.
I can recall this conversation coming up way back re; the WF/EF/RS boards as well, I got side tracked and in any case there was no one here (there) at the time that could enact such a change anyway.
The proposal is, please scrap the die roll mechanism and go to a timed event.
At 15 minutes a turn it would inho and experience, require minimum of 4-6 turns to construct adequate cover/concealment to rate the IP bonus.
Of course if the unit is molested/has to fire etc. that would add a turn, I personally have never seen a situation where in my buddy ( or I ) kept digging while just the other returned fire. So the half fire ap/effectiveness penalty doesn’t seem very realistic. My 2 cents.
The 'odds' wherein with a 'lucky roll' you can get an IP in 1 turn (15 minutes) or being unlucky wait 5 hours ( or more) makes me

The instances where I have waited for an IP ( and in some never received) for 12 , 15 turns (where in, in many cases the need for the IP etc. becomes superfluous) are very many.
I can recall this conversation coming up way back re; the WF/EF/RS boards as well, I got side tracked and in any case there was no one here (there) at the time that could enact such a change anyway.
The proposal is, please scrap the die roll mechanism and go to a timed event.
At 15 minutes a turn it would inho and experience, require minimum of 4-6 turns to construct adequate cover/concealment to rate the IP bonus.
Of course if the unit is molested/has to fire etc. that would add a turn, I personally have never seen a situation where in my buddy ( or I ) kept digging while just the other returned fire. So the half fire ap/effectiveness penalty doesn’t seem very realistic. My 2 cents.
The 'odds' wherein with a 'lucky roll' you can get an IP in 1 turn (15 minutes) or being unlucky wait 5 hours ( or more) makes me