Thanks Paul for your answers!
But I have more questions or ideas:
1. Sorry, but the "Bail-Out"-Option I have never missed, what I have missed is the reverse gear!
Consider this situation:
You are driving your tank and suddenly AT opportunity fire occurs. Now you decide it´s better to get out of this place and hide your tank behind a house. Two ways to go. First if you have smoke-discarger, pop smoke and hide behind a house. But what if you haven´t got smoke. You have to drive the tank back and then behind the house. But the SP-Engine do now something naughty. It turns the tank 180 degrees. Then move it one hex. When the tank enter the new hex, op-fire may occur, hitting the tank at his woundest spot, the rear! If he drives revers, he may have survived this, because of its front armour. My suggestion: You can drive revers at 2x or 3x or 4x movement costs. Or restrict this to one or two hexes per turn.
To change the gear press F8.
2. An time consumting procedure is to shift artillery. I think a better solution is this:
Plot your "hot-spots" in the deployment phase. Then if you want to fire artillery, plot them where you want them. The game automaticaly calculates the delay depending on the hot-spots. No more click-orgy!
This should be fine tuned on previous plotted artillery, aso.
3. I wonder how the defence bonus for the russians work :
You wrote: ".... They have their normal propensity for "fanatical defense" - ie in defend situations they can spontaneously rally in certan situations. ..."
Do you mean assault-defence games (very unlikely played) or do you mean SP3 defence stance( this would be very good)?
4. How do we achieve hull-down status. Is this a combination of defence stance(find the best spot for vehicles) + terrain?
The "dug in" message can then be taken as "hull down" message. Or something else?
5. Can maps be greater than large SP3 maps?
Harry
[This message has been edited by Harry (edited 04-17-2000).]