[WarInEur] Barbarossa under options
SGMINFO at aol.com
SGMINFO at aol.com
Sat Jul 19 04:19:00 EDT 2008
In a message dated 19/07/2008 00:19:16 Atlantic Daylight Time,
SGMINFO at aol.com writes:
In a message dated 18/07/2008 20:34:57 Atlantic Daylight Time,
bcla3003 at iprimus.com.au writes:
Without knowing the detail of the proposed fatigue rules, would this still
allow a player to combine heavily fatigued units into a non fatigued full
strength unit?
excellent question...
In the case of modelling this issue,
the game actually uses as a basis for the operation
the effectiveness of the topmost unit of the stack being combined.
Two reasons for this.
1.A need to avoid any unnecessary complications to the code complexity. i.e.
the 'Keep it simple' philosophy.
2.An available mechanism that can be used to determine the base numbers to
adopt for the resulting base value. i.e. The game already 'knows' which is th
topmost unit.
In terms of gaming there might be an avenue for exploiting an abuse, but
since the unit takes a hit on units that were anyway, th effect or variation on
the effect is not so significant.
Effectively you are taking a fairly rational approach, you keep the best
units, and using them to reconstitute battle effectiveness, ugmenting them with
trained combat 'broken in' manpower, which itself should have something of an
advantage over the unblooded replacement points.
With regard to the suggestion of using attrition to represent the front line
littered with 1-5s in the opening rounds of the 1942 campaign, The thinking
behind choosing the route that we now have is this...
By keeping the units and ob unchanged, we simplify immensely the task, and
cmplexity, of the game options.
Had this not been done, the actual countermix would be varied, giving rise
to double standard OBs when playing with, or without attrition.i.e there would
need to be parallel obs depending upon which options were selected, namely if
you choose to select the classic game options, all the units would need to
setup as in the original, but if an attritional model was used, a completely
differing OB would be set out.
The concept behind the attritional model was this:-
Whatever I did to the game model had to be a 'de minimis' mod to the
existing counters and game engine, preserving as much as possible of the original.
As a result, the fact that the settings and assumptions for this variation
are all fully editble in the form of tables, means that the base stock of the
game remains solid, and users can vary the effect rather in the fashion of
'turning up the lights, or otherwise. on the game, of this effect.
In other words a single gloss layer laid on top to transform the units,
without actually messing with the basics of he game scenarios etc etc, causing
as little opportunity to introduce errors or potential for reinventing the
game in ways that were unnacceptable to the gaming majority.
Thus for those who did not like the option, they could simply turn it off.,
leaving the pristine original as it was...
-|steve|-
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