The scale of one hex may be shifted to 200m,1000km or anything but the fire and movement ranges of units dont shift along.Dragoon24 wrote:I think you are making a lot of assumptions. First of all they already stated that the units were in shifting scales so the distance is as well, additionally a turn is never defined is it a day, an hour a week?
I would love to have that feature.Dynamic eFile range value's or efile switches inbetween scenarios of a campaign.
Yes i was wrong.Its possible to set many turns per day in the scenario editor so we can have hours,forgive my ignorance.
All true in reality but in game percentage/odds is what matters since we don't have factors like moral,tiredness,up,etc available for the calculations .Dragoon24 wrote:And Combat strength is not the same as actual strength the "Strength" of a unit is almost certainly a more abstract value involving the morale of the unit, it's ammunition, it's tiredness, it's cohesiveness it's not like it means the unit has an exact number of active personal.
A unit which has only 20% of their manpower versus one which may be 100% or even more when overstrenghted.
It doesent realy matter if a unit in the game stands for a division,battalion or even army with or without nonfighting personel,its still 20% versus say 100% when an overrun event would happen in the game.
Ok i assume that no one will create an efile where a tank unit in the game stands for a batallion and an infantry stands for an army....
Unfortunatly in game we can't simulate partial surrender/flee or splitting up of units.
I would realy love to have factors like morale,tiredness and others (the more the better) in the game ,in general not just the overrun situation,
but since they are not there...
Fully agree.Dragoon24 wrote: there is no way all the companies will surrender at the same time with no problems there will always be a remnant that must be dealt with and that takes time.
Exactly this time and effort it takes should be reflected in the game not by getting and easy overrun for same attacking tankunit but by having to spend an additional attack by another friendly unit.
Imho the only reason an overrun feature makes sense in gameplay is that i find it kinda unrealistic that a 20% unit can stop a 100% breakthrou force from moving beyond them,or bypassing them (zone of control).I'm aware that in reality it may be possible though under
some conditions.
So if they would just lose their ability to provide zoc that would be perfect imo to solve that "problem".
No surrendering you still would have to deal with them and also no easy kill by the same tank force they have just fought.