One-turn delay in switching units

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robman
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One-turn delay in switching units

Post by robman »

I'm curious about the introduction (relative to Panzer Corps) of the one-turn delay when switching ground units, for example from artillery or AA to anti-tank. Was this done in the interests of game balance, or does it model real-world logistical complications involved in making the switch? (I know that the latter is the case with torpedos vs. bombs.) If the latter, what were the real-world complications involved? When I play war games, I like to learn stuff!
Erik2
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Re: One-turn delay in switching units

Post by Erik2 »

I think it represents the logistic in switching ammo and preparing range calculations between AT <-> AA or Art <-> AT
adherbal
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Re: One-turn delay in switching units

Post by adherbal »

Also the fact that if you are going to use a gun as AA, AT or artillery it requires different positions and deployment. For example AT guns would be played on concealed positions, covering roads etc, artillery would be placed in the rear, etc. So it's much more than just elevating a barrel or using a different shell type.
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uran21
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Re: One-turn delay in switching units

Post by uran21 »

IMO how much switching to a different mode is complicated in the real world depends on weapon used. Light weapons can be put to action rather fast in an ad hoc situation. Like light AA mounted on a truck encountering sudden enemy. They lower their guns fast as they could and start shooting one and the same ammunition. Or 25 pdr in the desert in artillery mode being charged at by German tanks appearing from nowhere. They would change elevation and fire HE projectiles on them and reload with what is available. Heavier weapons are sometimes something different. Mighty 88 was often deployed in its AT role with field armour attached which disable it to fire in AA role. Also game does not represent units as single vehicles, pieces of ordnance, firing one projectile but rather a cohesive unit firing salvos of projectiles so reloading is not an issue. Anyway gameplay arguments always wins and personally I would like to see those units being able to fire in the same turn they switched their weapons. As a trade off combat modifier could lower effects of this shot (representing all complexities involved in switching) and make it normal again during next turn.
Erik2
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Re: One-turn delay in switching units

Post by Erik2 »

I like the delay.
Units that switch role will still defend itself, it is only the attack role that is delayed (as far as I know).
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