Playing time and Real Life

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    • There are a few details that would make implementing this difficult. First when you bombard and retreat you need to take a few things into consideration; such as the difference in speed. If the units bombarding are fast enough, the rush units will never catch up. However if that is the case, you will not need to move the entire 30 minutes. However if the unit in pursuit is faster, you may need to either separate into you melee combatants and others or forced march it to stay out to melee combat.

      The post was edited 1 time, last by 6thDragon ().

    • Good points! Some of the mechanics would need re-thinking. Perhaps even getting rid of the retreat exploit. After all, why should artillery (which takes time to position, assemble, arm, and aim) get an advantage from moving? Artillery should get an advantage from staying put, and a penalty from moving.

      The patrol mechanic also needs a re-think. For example, patrolling fighters automatically impale themselves on AA guns instead of staying high up to intercept bombers. I should be able to tell my fighter wings what kind of mission they're on. Air superiority (target enemy fighters)? Bomber intercept? Or strafe any target of opportunity?
    • z00mz00m wrote:

      After all, why should artillery (which takes time to position, assemble, arm, and aim) get an advantage from moving? Artillery should get an advantage from staying put, and a penalty from moving.
      Good point. IRL, arty usually needs several rounds of adjustment fire with a spotter to fire and adjust before hitting a target. Having arty bombardment weaker with the first volley would be more realistic. Although at the same time when entire regiments are bombarding, it's probably difficult for spotters to determine which points of impact belong to a given arty gun.