Dev Log: Bradley's Front--COBRA
Posted: Tue Jan 10, 2023 5:06 am
A question has arisen about how best to represent the impact of heavy bombers on terrain traffic-ability at the beginning of Operation COBRA. What say you?
1. How do would you represent the effects of heavy bombers deployed against tactical ground units in the game?
2. How would you represent mitigation/counter-measures against the effects of heavy bombers deployed against tactical ground units in the game?
My answer:
I think we need a simple, generic solution. All we need is a hex Contents type called "Damage" (like Entrenchment, Fort, Town, Village, etc.). Damage is assigned to a hex by the scenario designer. Damage is not created by any in-game activity.* This type of hex Contents is in addition to the basic terrain features in the hex--it does not replace them.
Damage has the following effects:
1. A unit entering a hex with damage must end its movement. It can exit the damage hex in the next turn.
2. Lines of communication/Supply cannot be traced through a hex containing damage.
3. Damage can be removed by type Engineer units (representing division engineer augmentation by Corps-level Construction Engineers). An engineer unit removes damage by remaining stationary is the hex for one turn.
I think this solution is acceptable and will allow the scenario designer to explore situational issues without burdening the player with a ton of new rules.
Notes:
* If we add this capability to the game, imagine what players will do with it. FASCAM in 1944? Nope. In addition, there are French civilians on the battlefield and we are not adding rules of engagement to the game system. Keep it simple.
What say you?
1. How do would you represent the effects of heavy bombers deployed against tactical ground units in the game?
2. How would you represent mitigation/counter-measures against the effects of heavy bombers deployed against tactical ground units in the game?
My answer:
I think we need a simple, generic solution. All we need is a hex Contents type called "Damage" (like Entrenchment, Fort, Town, Village, etc.). Damage is assigned to a hex by the scenario designer. Damage is not created by any in-game activity.* This type of hex Contents is in addition to the basic terrain features in the hex--it does not replace them.
Damage has the following effects:
1. A unit entering a hex with damage must end its movement. It can exit the damage hex in the next turn.
2. Lines of communication/Supply cannot be traced through a hex containing damage.
3. Damage can be removed by type Engineer units (representing division engineer augmentation by Corps-level Construction Engineers). An engineer unit removes damage by remaining stationary is the hex for one turn.
I think this solution is acceptable and will allow the scenario designer to explore situational issues without burdening the player with a ton of new rules.
Notes:
* If we add this capability to the game, imagine what players will do with it. FASCAM in 1944? Nope. In addition, there are French civilians on the battlefield and we are not adding rules of engagement to the game system. Keep it simple.
What say you?