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Two requests


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I would like it if Headcount and Supply could be added to the Experience, Motivation, Fitness and Leadership modifiers in the QB unit purchasing lobby, that way, QB's could be used in operational play.

It would be excellent if there could be an option to allow reinforcements to be brought into a battle when the player wishes, rather than having to pre programme their arrival times, this would be especially good for operational play.

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Maybe some reinforcements could appear AFTER A DELAY (like artillery). You could call for them and then after some reinforcement specific delay like 10 minutes +some random extra delay they would arrive.

I agree, it would be to unrealistic for them to appear the next turn, so a delay would be reasonable.

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+1

IMO it would be fun, if scenario designers would have this option.

But it should be at the cost of something, e.g. losing points (or bonus points if the player does not use reinforcements; give the scenario designers this tool to decide).

Instead of making all players equal, optional reinforcements would allow to let the players decide if they need tactical reserves or not.

And make this option appear not from the beginning, but during the game, similar like it is now with the notification of reinforcements ("A tactical reserve you could request has arrived").

1. Scenarios could become less predictable.

Not only in the sense of the overall scenario diversity, but also during the battles: the turning point of a battle could become more uncertain.

2. A higher scenario diversity.

Players could be forced to judge on their own to recognize, if the available forces are sufficient for their plan instead of trusting into scenario designers, like it is now.

3. Scenario designers get the possibility to balance battles in a different manner (losing points for using more units).

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CM1 had three levels of reinforcements IIRC that were triggered by events: Battalion, Divisional and Corps. The worse your situation, the more higher level reinforcements would arrive. I thought it was an innovative and terrific system and another feature that I was sorry to see dropped for CM2. Am convinced it would have helped CM2.

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Avalon Hill's "Up Front" card game had a very clever approach for handling reinforcements. They got cheaper the later they were introduced, but you could potentially lose before they arrived, making it a ticklish approach to fighting a battle based on points.

I also have this nagging feeling that in GDW's "Assault," committing additional forces automatically meant a substantial victory level hit. Memory's fuzzy on that one, both from years and lack of game familiarity, but the way I remember it, if you did bring in more forces, you might or might not be able to do enough damage with them to offset the lost victory points.

Absolutely support request for WIA/KIA data for offboard fire support, to include tacair.

Regards,

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John Kettler,

fixed points for reinforcements but becoming cheaper each minute, if they are not used sounds very, very nice (e.g.: -5 points/minute -> would make the reinforcement, if requested 10 minutes after becoming available, 50 points cheaper).

With reinforcement goups a whole new kind of battle comes to mind:

An attacker (or both sides) could begin only with a tiny force on a huge map, while many reinforcement groups could be available right from the beginning, but are not placed on the map. The difference to now: Requesting them on the map costs points. And requesting them early, could cost even more, if the designer wants it that way.

Now the composition of the own forces from the beginning tells us always a lot about what to expect. With this new feature battles become possible where players would know nothing, if the designer wants it that way. :eek:

The simulation of advancing into unknown territory could become simulated... (should fit perfectly for the Eastern Front, but also for the Bulge).

There should also be a limit for the minimum costs of a reinforcement group, too (e.g. if the designer wants that the use of the Tiger costs a certain amount, no matter how late in the game this unit is requested).

A reinforcement group would have:

1) Fixed maximum costs (points) for requesting it.

2) A rate of points this reinforcement becomes cheaper each minute after it has become available but not been requested.

3) Minimum costs for using this reinforcement group, no matter how late in the game it is requested.

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