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Am playing a game of DF'85 at the moment. As the NATO player (and I'm sure as the Warsaw Pact as well), one faces air interdiction attacks in Austria, Germany, the border with France and in Danemark... that is every where. While one can control the probability and frequency of air interdiction by changing values in the PDT file (or so I'm told), this wouldn't change the ubiquity of interdiction. I would imagine that being able to interdict traffic all over middle Europe implies a termendous deployment of airpower to that effort.

Recognizing that there is an effort to keep the air aspect of these games simple, I was still wondering if there might be room for addressing this issue. I was wondering, for example, whether the partisan model might be of some value to the air aspect of the game. Partisan can be deployed to a limited area on the map and have a limited range of impact. Opposing players can make an effort to confront partisan by having units deploy patrols.

Couldn't a player be given a limited number of air interdiction "points" that could be deployed to certain areas of the map (that road junction, that bridge or whereever). Within some radius, air interdiction would take place as it does now. If you really want to interdict a certain area, deploy all your points there...but life on the rest of the would be so pleasant your opponent could ride with the top down.

The opposing player, seeking to protect his lines of communications, could deploy his own air patrol "points" that, like ground patrols, would have a chance to cancel out interdiction.

Again, just throwing an idea out there (and recognizing that this might be chrome... or tarnish.. to what is largely a ground game).

Larry
I'm with you on something like that, espicially in the large campaigns.I have lost 100's of vehicles and guns along with thousands of men to air interdiction in the first few days.
It's like both sides have established air supremacy and are just hovering over the continent waiting to pounce! I know it's outside the game's ability but I'd like to see a delay in the interdiction to simulate at least a few hours of battling for sumprmacy.
Larry,

It saddens me to hear that our "long range" and "omniscient" air power is causing you so many casualties. However, I must agree with you concerning the arbitrary and capricious capability of the current interdiction aspect of the game system.

Giving the player the option to utilize air power for interdiction or CAP similar to partisan/special forces would be some nice chrome for the series without (hopefully) too much additional programming.

What say you Glenn, possible or impossible?

Tobias
And in 1985, where are the SAMs?
(05-25-2011, 02:26 AM)FM WarB Wrote: [ -> ]And in 1985, where are the SAMs?

You want SAM's, play BOOTB. You'll have SAM's out the wazoo!:)

You'll still get interdicted to all get out but those choppers won't be as invincible!
Im for lots of details in my games, go figure look at BOOTB but Tiller likes the air warfare to be simple which is fine but i would rather have it like the old NATO Commander from microprose i believe. All u did was set your AC to intercept for a bunch of days and they took casualties and then swith them to interdict or ground attack and everything was automatic, cpu did all the work. It was simple but it was effective in being able to see the air campaign without ever really having to do anything. Tillers The First Blitzkrieg actually already has an air campaign, i would go for porting that over to the MC series and pay the extra money.

Aaron