[WarInEur] Re: ZOCs
Lawrence Duffield
lpdgraph at mcn.org
Mon Nov 5 17:15:23 EST 2007
All this may be true if you are only considering the situation where
an enemy moves adjacent, across the border and does not attempt to
cross or attack.
If attacking, there is very little difference between attacking a
border defense (which won't be right on the border, but may be as
much as 15 miles back - i.e. one day's march). The attacker still
has to move up, deploy, register artillery, recon etc. and conduct
the attack. The defender, with more knowledge of the terrain and an
unknown amount of fortifications, still has most of his advantages.
There is also nothing whatever preventing a unit stationed on the
border with registering the border area, moving recon elements and
even combat elements forward. It just depends on the defense plan.
Normally sitting in a hidden position waiting for the attackers to
come is a better use of border defenses. Which, again, argues that
normal combat rules apply.
In game terms: "Zones of Control" are pure game constructs. We use
them for whatever we want to use them for, so it is just as valid to
see them as an artifact of the defense which activates instantly as
to see them as something that acts as a force field along a political
boundary for half a week. The use is whatever the game needs.
I fail to see a crying need to facilitate cross-border attacks during
the first phase of an attack on a neutral. So addressing the
programming need to KISS would seem to be preferable.
On Nov 5, 2007, at 1:04 PM, warineur-request at mailman.halisp.net wrote:
> First, consider what a ZOC is. It is an ability to discover the
> forces in
> close proximity, hinder their movement, block supplies that are
> unescorted
> (aka not a unit in the hex) and be able to attack (this isn't
> really ZOC,
> but is consistent with the fact that if you aren't projecting a ZOC
> into a
> hex, you can't attack it. It may be because the unit can never
> attack or
> because of blocking terrain/political borders).
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