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Posted in the other thread as well, but thought best to give it a separate one all its own.

"Another question: when forces are lost in a parachute drop (I'm assuming losses taken to landing in water, trees, built up terrain, and landing on enemy units) these do not seem to be tallied in the "strength" count, or the point totals for victory. Is this correct? Could this be fixed, if so? "

LR
That is correct. They do not count as losses.

I believe that is because you never actually recieved them on the board in order for you to lose or they may actually not be lost.

It is another one of CS's abstract ways of dealing with a situation.

The intent is to create numerous variable strength platoons to simulate that very rarely did an entire parachute platoon every land intact and with in 250 meters of each other.

I think it works fine the way it is.

Altough the ability to break down and recombine platoons would be nice.

Then you could scatter a platoon around a few hexes.

Thanx!

Hawk
"Altough the ability to break down and recombine platoons would be nice. "

This is a great idea! I would love to be able to break down platoons into squads and recombine them. This would make scouting so much more realistic.

Not just for paras for every platoon. There could be a morale hit for units smaller than a platoon, until they reformed. If the sub-platoon is eliminated then the morale would stay low....

I think this has been discussed before.....please reconsider adding this to the next release.

Rob
Actually, I don't mind the paratroop platoons losing strength on landing (in fact, I would ask for it if they didn't) I just think it should show up on the score board. One side has lost those men and their fire power for the scenario, for whatever reason, I'd like to see it reflected on the point totals/score too. But that's just me.

LR
I also like the breakdown and recombine thing. I mentioned that some time ago. I think it would also be cool to have something along the lines of extreme fog of war for para drop scenarios. It would be say a Rgt sized scenario and the units are dropped and mostly end up as a bunch of scattered squads. You are highlighted on your first unit, you cannot see any of the map or other units except what that squad can see in LOS. You move him toward a village he can see in an attempt to get their bearings on their location. There is another squad alread there but you won't know that until they get in LOS of each other. Once established, to click on either unit you would be able to see everything either one has already seen since they are now working together. In order to move all your units, you have to click next unit and continue. At least witht he paras, they didn't know where anybody else was, only where they were supposed to be according to plan. I think that would be cool in Squad Battles as well.
For most scenarios of airborne operations it would be better if the designer determined beforehand, based on historical records, where and how many troops landed and how scattered they are. That is very well possible as long as you let them land on clear terrain. So it is a question if the designer wants to control it himself or have it done by randomly by the calculations/dice of the engine. It's a choice.
Personally I don't see any benefit in a breakdown to squad level in this game.
I really do not think that breaking down into squads and being able to reform them is going to be good for the game. This is a platoon level combat scale that does not need that complication added to it. Sure there are mg squads and at squads but, to do it with regular units seems a waste. :chin:

Any scenario designer can break units into squads with a little extra work. Obviously reforming would not be allowed by the system. :dunno:

I used to play Squad Battles. I would not like it to be part of CS. :smoke:

cheers

HSL
I wonder if the ability to break down units, if introduced to CS, would have a negative impact on the effects of artillery fire, since they are dependent on the size of the formations in the targeted hex. Players could deliberately break their formations down to lessen the effects of the arty.
(02-27-2011, 12:15 AM)Schwerpunkt75 Wrote: [ -> ]I wonder if the ability to break down units, if introduced to CS, would have a negative impact on the effects of artillery fire, since they are dependent on the size of the formations in the targeted hex. Players could deliberately break their formations down to lessen the effects of the arty.

If so, this would add another level of "gamey-ness" to the game? :(

cheers

HSL
Yeah, I can just see that becoming an unwritten rule real quick, like shelling your own fixed units to unfix them.

Dave
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