bloodstar Posted January 24, 2006 Share Posted January 24, 2006 A few thoughts on the idea of prebuying offensives (or attacks) at the beginning of a season (4 times a year, this phase happens) - Attacks and offensives should cost MMPs a - those offensives should be pre bought at the beginning of a season (spring summer etc b - attacks supported by a HQ unit should cost less than unites attacking independantly c - offensives bought 'on the fly' or impromptu should cost more. d - Everyone but the Soviets should pay double to conduct offensives during the winter season. e - Minor countries get free offensives each season equal to the total number of resource hexes (capitols, oil fields, etc) in their country f - all unspent offensives are lost at the end of the season g - Inititive (who goes first each turn) can be determined by which side has more offensives bought up. (Soviets count as allied for this purpose) (Minor country offensives do not count for this purpose) This forces a player to plan ahead and to strategize how he or she is going to spend the next 3 months. It also forces the player to divert some resources (upwards of 10 percent) of their income towards conducting war offensives it also better helps simulate the Soviets having an advantage during the winter months. which could help offset the German steamroller effect. Minor countries would then have an additional usefulness. their units would be able to operate independantly of a major country and actually do things without cost. if one wished to limit the usefulness of the minor countries only permit their free offensives to take place within the confines of their borders. Have a pecarious situation, and need to go first to reinforce your position? then spend the MMPs to make sure you're first to act. sure, it could cost you a unit. But if it means you save a defensive position, that could be much more valuble down the line. The start of a scenario could have preset numbers of offensives etc. or even let that be a phase zero of a new game. Maybe it can make it into SC 3, but I really think adding a simple item like this into the game can add an entire dimension of strategy and planning. -Mark [ January 23, 2006, 11:33 PM: Message edited by: bloodstar ] Link to comment Share on other sites More sharing options...
santabear Posted January 24, 2006 Share Posted January 24, 2006 I have a couple of questions: 1. What is the difference between this system and the current system in which you buy units to conduct the offensive? Even more, the possession of cities to get the units operated in becomes critical. 2. Is the notion that you have to buy the units PLUS pay for the offensive? Thanks, SB Link to comment Share on other sites More sharing options...
Edwin P. Posted January 24, 2006 Share Posted January 24, 2006 Too complex for me. To a certain extent prepostioning your HQ units prepares you for an offensive, and given their lack of mobility you generally have to operate HQ units to shift HQ support along a front. Though I can see where something like this would make sense for a more tactical level game - kinda like the initiative chits used in wargames that control how many units you can move that turn. Link to comment Share on other sites More sharing options...
bloodstar Posted January 25, 2006 Author Share Posted January 25, 2006 santabear: 1. What is the difference between this system and the current system in which you buy units to conduct the offensive? Even more, the possession of cities to get the units operated in becomes critical. 2. Is the notion that you have to buy the units PLUS pay for the offensive? **** 1) the system would mean that your units cannot attack without paying a cost. It would enable strategic bombing to play a significant role in disrupting C^3. Particularly if MMPs are lost during a bombing and someone has run out of offensives that were pre bought. 2) yes, you would need to pay for both. Units represent the men. the MMPs spent on the offensive represent the munitions, the gas, and the logistics of attacking. From Edwin: Too complex for me. To a certain extent prepostioning your HQ units prepares you for an offensive, and given their lack of mobility you generally have to operate HQ units to shift HQ support along a front. Though I can see where something like this would make sense for a more tactical level game - kinda like the initiative chits used in wargames that control how many units you can move that turn. *** Oddly I view it as more of a grand strategy concept than tactical. you have to look and think ahead for the next three months what you're going to do. If your enemy catches with your pants down, then really, your pants are down. it's expensive to recover when you haven't prepared. Logisticly any counter attacks when you're not prepared for an invasion should be expensive to cobble together. from a game standpoint I think it adds as much complexicity as diplomacy chits and having to rebuy research. I suppose I'm spoiled, but I think it has a certain elegance to it from a game playing standpoint. It gives the players a chance to control 'who goes first' rather than blindly alternating turns. Link to comment Share on other sites More sharing options...
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