[WarInEur] suggestions?
Henry Leroy
vimuhla at gmail.com
Sun Jan 31 09:35:32 EST 2010
Ok I can live w that. Treat it the same way we treat port suppression?
On Sat, Jan 30, 2010 at 4:14 PM, sgminfo <sgminfo at aol.com> wrote:
> Henry Leroy wrote:
>
>>
>> If you believe that the AP are the source of the problem
>>
>> It is my opinion however...that attrition would simply see players build
>> units that dont attrit
>>
>
> I;ve gamed out various attempts with the airpoints and each time I have
> found the situation 'falls down'...
>
> Why the 10% attrrition fell down for me when I tried playing around with it
>
> |Because we are applying a universal 10% effect...
>
> The effect merely continues to enshrine the problems we have with the
> airwar....
>
> We are simply scaling the effects with both sides....
>
> The weaker side still refuses to fly... but the numbers are lower...
>
> And, as you say, the players tend to look with increasing favour on those
> units that do not attrit...
>
> Remember....the Soviets are in real trouble with this over the eastern
> front...
> the airforce in being starts taking a fearfull toll on Russian production,
> or Russian airpower...
>
>
> Which was where, almost, we came in....
>
>
> I am still much attracted by the concept of using an attrition die roll on
> airpower that is deployed on G/S
>
> It allows all players to husband airpower and amass strike capability
>
> That capability is protected so long as you do not try to cash it in....
>
> But use, and over use, tends to act to dissipate that capability.
>
>
> A side effect of this is to (perhaps neatly) confer a slight advantage upon
> the defending player who flies more carefully, and uses his air assets with
> more discrimination.
>
> In the board game it is more readily translated into the feel of the
> 'gaming experience', rolling some additional elements when deploying G/S or
> die roll modification during ground attacks.
>
>
>
> -|steve|-
>
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