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I think this is a nice feature to have when playing the AI it slows you down or makes you take risks.

Was it used in H2H testing?

Mike
The local team I was with didn't use it in the HTH testing for Kharkov '43. I would like to try it though as it would certainly help the defender.
Can you do a patch for Normandy ASAP I need it badly Harry is killing me!
(12-07-2010, 03:02 AM)Mike Bowen Wrote: [ -> ]Can you do a patch for Normandy ASAP I need it badly Harry is killing me!

Ya but it is an optional rule and you can't change them on the fly.

Seriously though - we can't patch every game right away or John would be doing nothing but Patches for us.

So our patch policy remains as an as needed basis for new games and scn development.

I noticed recently that there was a lot of posts on Budapest lately and it was at level v1.01. So we've just tested the V1.02 patch of that game and released it to HPS earlier today. We'll let you know when it is on their site for download.

But no sooner was that one done that John built a new feature which he game me in a new game undervelopment, less than an hour ago.

So Updating the games goes on - on an as needed basis when we have time - but right now I've got a few other things I'df like to focus on for early or before middle 2011.

Cheers guys - and thanks for staying with out cuse we got a lot more stuff to come yet.

Glenn
(12-07-2010, 07:16 AM)Glenn Saunders Wrote: [ -> ]So our patch policy remains as an ass needed basis for new games and scn development.

Well my ass needs it cause I am getting hammered!Big Grin
What the Delayed Disruption OR does is not necessarily report a disruption of the enemy until the next turn, if the disrupted unit does not rally.

Under the standard game, one only has to bang away at a key hex defenders watching for each to disrupt from your various direct fire or ranged attacks. Once you see that units in the hex disrupt, you can save any other fire and hit the hex with the assault units. It is like the defenders notify the attackers it is ok to come clear then out. Weird when you think about it.

Ya, we is dizzy come on in!

With the Delayed Disruption optional rule we have the chance for a more realistic approach. The commander can say, they must be ready for assault sir, give us the order to go in.
Or you can be cautious, and wait the extra turn simulating your own troops in contact with the enemy sending out some recon teams or a front line officer viewing the enemy positions and verifying the time is right for an assault. This extra measure required to determine the enemy status costs time (one turn) and would allow the enemy to slip in fresh reinforcements while your boys up front are trying to figure things out.

No longer is setting up an assault a simple exercise of shoot until the disrupted flag goes up. More like real combat it is a risk taking venture for the attacker based on incomplete information.

I have used this rule in testing and found it works real well. Sometimes your right, and sometimes you are wrong to assault. You have to weigh the turn delay against your instincts. Was that enough pounding to suppress the enemy? Perfect economy of fire is no longer your main concern as a player. Like a real commander, if you do not have a plan B with troops to carry it out, that assault could end up being a disaster.

Dog Soldier
Sounds just what the defender in PzC would have ordered for Xmas 2010! Big Grin
Personally, I ordered about 250 Tiger 2s using the stock ratings in Budapest for my latest defensive efforts, but the rule change will be good for scenarios that have tilted toward the attacker through other rule changes over the years.

Rick
(12-07-2010, 07:24 AM)Nitram Draw Wrote: [ -> ]
(12-07-2010, 07:16 AM)Glenn Saunders Wrote: [ -> ]So our patch policy remains as an ass needed basis for new games and scn development.

Well my ass needs it cause I am getting hammered!Big Grin

and yu know - that would only be the second funiest typo I have ever made!

G
(12-07-2010, 07:28 AM)Dog Soldier Wrote: [ -> ]Once you see that units in the hex disrupt, you can save any other fire and hit the hex with the assault units. It is like the defenders notify the attackers it is ok to come clear then out. Weird when you think about it.

Ya, we is dizzy come on in!

I am looking forward to trying the new OR, but as for the way that it has worked so far I have always assumed that the local unit was reporting a serious reduction of return fire from the defenders, signified as their "disruption."
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