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SC2: New Combat Outcomes


GroupNorth

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SC combat is streamlined and precise, but I imagine the sequel might have new combat outcomes and some abstracted 'tactical effects', so to speak.

Suggestions:

1. RETREAT. Often, a unit is struck in such a way that it is knocked back; or it attacks in all the wrong spots and is repulsed. A good commander would signal a momentary retreat to allow for reorg against a bad situation. This would be a new common effect. However, German units in Russia would be immune to this effect due to Hitler's strict orders.

2. BREAKTHROUGH. An attack is so fortuitous that individual enemy battalions/regiments are sliced from each other, isolated, and/or outflanked, allowing for the attacker to push forward confidently. The attacked unit (Corps, army) sustains more damage than normal and must retreat; while the attacking unit has the option to move forward, if action points allow.

3. DISRUPTION. Aside from damaging the unit, the attack strips away some of the enemy's action points and stockpiles. Unit cannot be reinforced very well.

Various units, in the historical setup, are considered disrupted in the scenarios (1939, 1940, 1941, etc..) For instance, many Soviet units were considered disrupted in Summer 1941. They were mobilized haphazardly and given bad orders.

4. SKIRMISH/PROBE. The AI checks factors and randomizes that not much happens due to mutual lack of stockpiles, command, etc...

Various other effects are simulated by starving a unit of an HQ, stockpiles, reinforcements, etc...

Research could also yield new tactical outcomes, ala Clash of Steel: Kampfgruppe, mobile defence, etc..

Speaking of COS, I'd like to see units expend action points with something like that system.

Cumulative expenditures:

Attack: +2 points

Move through clear hex: +1

Move through contested hex: +2

Hill, forest, swamp, river hex: +1

Winter hex (in Russia, from Dec-Mar): +1

Depending on how many action points a land unit has, influenced by its lack or abundance of stockpiles, a unit can conceivably be confined to doing little or doing a lot, such as press far forward and attacking more than once.

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In SC2, there should be other options to mirror the real-life problems the Axis and Allies had. In game scenarios, with this option on, various units would be considered DISRUPTED. Somehow weakened and immobile.

Several capital ships in the Italian navy simply would not leave port. After suffering a wild divebombing attack lauched by the Royal Navy, the Italian fleet did very little during the course of the war. As another poster mentioned (JJ?), Mussolini wanted his capital fleet to survive after an armistice with Britain.

The French Fleet was mostly disrupted as well, during and after the Fall of France. Units in Vichy Algeria and Lebanon were in no condition to fight either.

Soviet units deployed in Western Russia during 1941 (or conceivably in 1940) were also considered disrupted.

Trying to think of others.

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