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SC3, the naval / air model, tiles and zones?


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OK I'll admit that this is not well thought out, but here it goes. SC3 will have tiles and those tiles will be a part of seazones(sz). The tiles will allow the maneuver of naval and air units and the results of those movements will dictate the control of the seazones.

Let's say we have 50 tiles in a sz and there are various ports in the sz controlled and garrisoned by both opponents. The allied player wants to control the sz and since a port is a container for various units he allocates some of those units for patrol, in essence movement based upon the allowed APs. The organized task force, it can have aircover in the container if it stays in range, is set out on patrol using movement waypoints into the sz and as it passes through the tiles they become "patrolled" and change to the allied ownership color. Now the allied player uses another task force, same thing, an air recon group and on and on as it slowly turns all the tiles in the sz to a friendly color and if the number of tiles is greater than 50%(26 tiles) then the allied player establishes control of the sz.

The opposing player(axis) can see the enemy tile controlled colorations but he can't see the units that produced them. He just knows that there are allied patrol units and they are in control of the sz and now its his turn as he tries to wrest superiority from the allied player. The axis sends his units out and where they come into actual contact with allied units combat can result(a % chance based upon experience, naval warfare, numbers, etc.) and he can send reinforcements to help, once the enemy units have been positively Ided. Sea combat proceeds at it does now with the current SC engine.

So what happens if you have control of the sz? First you discover enemy communication and supply(convoy) routes(remember the logistical layer) with your patrols and depending upon the degree of control( numbers of friendly air/naval groups you can completely shut down supply to locations in or bordering the sz.

Understand that both players units can remain at sea, on patrol/station, of course at supply and readiness loss each turn. The patrol waypoints can be set at the beginning of each turn and the designated units will continue on the path for however many turns it takes to complete the mission only interrupted by enemy actions or a change of orders from the controlling player.

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