Transports
Posted: Sun Dec 14, 2014 4:31 pm
Hello, some thoughts on transports. This game certainly has th potential to feel a lot more tactical and get away from the PG mindset. Transports in PG were fine as represented due to the scale of the game (and the fact that WW2 transport were not combat vehicles) Modern IFV are a different matter and that should be reflected in this game.
Idea
mech infantry (ie infantry you purchase a transport for) should have 3 states:
* mounted: a mounted infantry has the same current limitations on entering hexes impassable to vehicles and fires to the full effect of the transports weapons, the infantry don't shoot, basically no change
*dismounted: the units infantry fires at full effect, but since the transports are still "present" but providing a support role, they fire their weapons anywhere from 33-50% effectiveness (more of a balance thing really) Both the infantry and transport of course can take casualties, that are prorated) Such units are still not allowed to enter hexes that vehicles cant enter
*detached: if said unit attempts to enter a hex that vehicles are not allowed to enter, the player will get a pop up asking if he wants to detach the transports, if yes, the unit is now leg infantry unit, the transports are now considered to be out of the players control ie they are now doing other things, whether it be medicacs, rear security details, redball expresses, whatever. The ? is, does the player get these back?
perhaps no but that will just be a frustration to players, instead the idea I have comes form a very grognardy game from HPS Sims panzer battle game, which is company level (which you could argue this game is) So a leg unit that has detached its transports, if it starts its turn next to a command unit, gets the transports back. Simple although a little abstract, but if grognards can accept it for a dedicated wargame, why not for a "lighter game"?
Idea
mech infantry (ie infantry you purchase a transport for) should have 3 states:
* mounted: a mounted infantry has the same current limitations on entering hexes impassable to vehicles and fires to the full effect of the transports weapons, the infantry don't shoot, basically no change
*dismounted: the units infantry fires at full effect, but since the transports are still "present" but providing a support role, they fire their weapons anywhere from 33-50% effectiveness (more of a balance thing really) Both the infantry and transport of course can take casualties, that are prorated) Such units are still not allowed to enter hexes that vehicles cant enter
*detached: if said unit attempts to enter a hex that vehicles are not allowed to enter, the player will get a pop up asking if he wants to detach the transports, if yes, the unit is now leg infantry unit, the transports are now considered to be out of the players control ie they are now doing other things, whether it be medicacs, rear security details, redball expresses, whatever. The ? is, does the player get these back?
perhaps no but that will just be a frustration to players, instead the idea I have comes form a very grognardy game from HPS Sims panzer battle game, which is company level (which you could argue this game is) So a leg unit that has detached its transports, if it starts its turn next to a command unit, gets the transports back. Simple although a little abstract, but if grognards can accept it for a dedicated wargame, why not for a "lighter game"?