Flanking

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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Kerensky
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Post by Kerensky »

Rudankort wrote:PS. But probably I could add "DefenderShootsOnce" parameter to game data files, if this would make any of you guys happy. Anyone interested? ;)
Make it an option, off by default, but available for those who wish to play the game in that manner. There's nothing wrong with giving more options to the players, within reason of course.

As it is, I don't see how you could successfully defend anything if defenders could only ever fire once. That would be abused so badly, half your core would be junk fodder that soaks the first and only shot, and then you just clean up at no risk to your follow up units.

Besides, I think it's quite flavorful and interesting to attack with mass units. I adore some of the Panzer General 2 custom campaigns as the Russian player where I can really swarm the Germans down. Throwing a pack of T-34s at a solitary Panther and watching them slowing grind it down and run it out of ammo is pretty appealing to me, a LOT more so than watching 6 King Tigers steamroll everything in their path.
gib10
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Post by gib10 »

No you wont need junk fodder to soak the shot, all attackers and defenders(support such as planes, arty, anti tank ect) would be declared then the battle resolved. Since all units have weapon systems/combat ratings that would still fire as per normal, just that each of those weapon systems only fire once. That way if an inf, tank, and bomber attack 1 inf, that defender still would fire as per normal pg and there is no change. That's because each attacker is of a different type so I think you missed the point here. The change would be that if you are doing your job as a commander and break through the lines and "flank" them by getting 3 tank units on an end defender then this rule would come into play. You have to remember that all attackers are attacking at the same time. No different than a single scale tactical game. This doesnt take into consideration rate of fire but assumed rof = 1.
rayduhz
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Post by rayduhz »

[quote="Rudankort"]I guess, you can't make everybody happy at once. ;)
[quote]

UNACCEPTABLE I WANT IT MY WAY OR NOT AT ALL!!!!! j/k

Can never please everyone, thats why we appreciate mod tools ;)
JustAnotherYank
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Post by JustAnotherYank »

Kerensky wrote:I dunno if this is something planned for Panzer Corps, but I was curious if it was.
For example, in Panzer General, if you surround a King Tiger with Shermans... well you're probably looking at a 0 - 7 result for attacking it until the King Tiger finally runs out of ammo.

One thing that annoyed me in PG (but that I used to my advantage) was the fact that I could deplete a HW unit's ammo (or any unit with AA capability) by constantly strafing it with my fighters (or some cheap land units), and then wipe it out when it ran out. That's just wrong!! If a HW Inf is entrenched in a city or anywhere, I don't think it would be wise for it to waste valuable ammo on some buzzing fighters (or AT units) when the real battle will be in the trenches against another formidible land unit. Therefore, I think we should have the ability to conserve our ammo and not have it automatically used up. The only time a land unit should not be able to withhold fire is if it is being attacked on the ground (or at least when attacked by a strong unit that could kill it). Really, for that matter, whatever type a unit is (air, land, sea), it should be able to withhold fire unless it is being attacked by the same type unit. (something that could chase it and destroy it on its own turf) This way, it can conserve ammo for when it will count the most.

One more thing about fighters... I don't think a fighter should be able to dislodge an entrenched unit anyway, at least one that is entrenched at a level 4 or something. I mean who would run from their trenches out into the open just because a fighter was strafing them. Bullets can't blow up dugouts and underground HQs like bombs can, and a fighter should not be allowed to expose an entrenched unit to a more open attack - at least not in a city hex. That's just me talking, but I bet a lot of PGers feel the same way.
Obsolete
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Post by Obsolete »

Well that depends. Bullets from straffing often had a tendancy to start fires in places, which then caused even whole ships to go down.
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
soldier
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Post by soldier »

Some interesting discussion here. I also didn't like that fighters could easily bust up town defence. In two days you could run 3 entrenchments and 3 shots with only fighter aircraft leaving the defence in ruins. I don't think fighters (whose job is to maintain air superiority) would be so effective at reducing a towns defences or ammo on the ground. But then again they might hit something with their air cannons. Perhaps they should be given a chance to damage the entrenchments rather than a guarentee every time. I also doubt a ground division would use up half its ammuntion shooting at fast moving fighters... This just would not happen.

Regarding flanking, I guess its more of a tactical approach but i could certainly see how some ground units like marder divisions would be more suseptible if deployed facing one direction and then hit from behind.
Obsolete
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Post by Obsolete »

I also doubt a ground division would use up half its ammuntion shooting at fast moving fighters... This just would not happen.
Ok, so I peered into my crystal ball into the next version 'PG IV' to see how great the reviews are going to be after this new rule of not allowing ground divisions to use up half their ammunition at fighters.

"OMG, I can't believe how bad Slitherine f*cked up this PG release. I can't believe it. My units are sitting there getting their ass shot off every frieken time, because the stupid new way of firing prevents them from firing at aircraft despite half my canisters are still at full supply! OMFG I can't believe how bad this game is broken now. Why the f*uck would anyone come up with such a stupid ruleset?

Reality check here guys! If a ground division has a bunch of ammunition left, why the hell would it not bother defending itself against aircraft?.. This just would not happen!!!
"
Image
Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
soldier
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Post by soldier »

i didn't suggest that ground units do not defend themslves against air attack once in my previous post, you came up with that one by yourself
Nomercu
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Post by Nomercu »

You guys speak more about panzer general 2 & 3 than the original and mindblowing Panzer General. Stop trying to take all from 1 2 3 fantasy pacific allied kuk kaiser etc etc etc and let the guys make one great PANZER GENERAL 1!! In my opinion panzer general 1 will never die... the rest didnt had the same feeling anymore...
Good job guys for starting this and i cant wait for a test drive :D
wullffy
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Post by wullffy »

I have played PG for many years and still do thanks to PG Forever. You are to be commended in doing what seems to be a terrific update with a little new gameplay, so it can be played on newer operating systems. But that is what it is, an update, great looking graphics granted but the gameplay is pretty much the same. I hope this will be reflected in the cost and if so I can't wait to get my hands on this.
bobk
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Defender counterattack

Post by bobk »

Gib, 5 units attack, each one damages the defender. Each counterattack is weaker due to that fact. The time span of the total attacks is abstracted in the game, but it is one big battle. I Don't have any issues with that setup in this type of game.
Maybe you could "develop" your own game and have to sort through all these suggestions to change your creation.
johnncfb
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Flanking

Post by johnncfb »

The question about flanking doesn't even make sense. If you want a tactical game, then don't play a strategic game. If you are a game designer who wants a tactical game, design a tactical game.
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