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Me and my friend Mike designed a monster scenario 297x297 and are playing it right now. But during development I found some major flaws in what I will refer to as New or Special Units NSU for short.

The first NSU are the German and Russian Airfield Bomber Units, none of them can move.
The Air units which can be placed on the map and move and attack but are not Airfield Units are the German He-111, He129b and the American A26A and the B-26. The British have no on map Air uits at all.

The second NSU are the arty spotters. The problem here is that they can be shot down by any type of unit with a combat factor and for instance a tank who is in the LOS and have the range to shoot at the arty spotter can fire its main gun and eliminate the unit. But worst of all, and even though the unit is in the air, any unit with a combat factor can Over Run the arty spotter which is just not possible unless the tank can also fly.

The third and last NSU are Landing Craft (LC) of all types especially LC that can carry tanks or other mechanized units. Not only can they load and unload in a swamp or marsh hex, they can continue to keep moving 1 hex at a time as if it were an Infantry unit. So as long as there is a Swamp or Marsh hex infront of them they can keep moving, even if they are moving to a higher elevation. This is not possible. The German's even have a sailboat which can do the same thing.

Just some observations to share.

Joe
Joe..re the airfield bombers...totally agree with you.
The greatest problem with air elements in CS is that the "game board" is NOT 3-dimensional. It is a map sheet with bumps for hills and valleys. Air warfare is of course 3D. This is exemplified in that an on-map aircraft cannot overfly a hex containing enemy elements.
That said, I believe there is scope in CS for development of air aspects. But we need to be very cognisant of the nature of air war and the great limitations imposed by the game system and its essentially "2D with lumps" character. Ingenuity and imagination have greatly enhanced our game. But if carried to the extent that realistic depiction is lost, IMO we lose the plot.
(12-07-2011, 07:53 AM)Troll Wrote: [ -> ]Me and my friend Mike designed a monster scenario 297x297 and are playing it right now. But during development I found some major flaws in what I will refer to as New or Special Units NSU for short.

The first NSU are the German and Russian Airfield Bomber Units, none of them can move.

The Air units which can be placed on the map and move and attack but are not Airfield Units are the German He-111, He129b and the American A26A and the B-26. The British have no on map Air uits at all.

Airfield units are exactly that. Units that are on the airfield. They fire like artillery and designed to be used in larger scenarios (primarily von Earlmann type camapigns) to represent "air cover". If the airfield is taken over, then you lose your local air assets - was the idea.


(12-07-2011, 07:53 AM)Troll Wrote: [ -> ]The second NSU are the arty spotters. The problem here is that they can be shot down by any type of unit with a combat factor and for instance a tank who is in the LOS and have the range to shoot at the arty spotter can fire its main gun and eliminate the unit. But worst of all, and even though the unit is in the air, any unit with a combat factor can Over Run the arty spotter which is just not possible unless the tank can also fly.

This is fixed in Modern Wars and will be addressed in the 1.05 UPDATE.
(12-07-2011, 07:53 AM)Troll Wrote: [ -> ]The third and last NSU are Landing Craft (LC) of all types especially LC that can carry tanks or other mechanized units. Not only can they load and unload in a swamp or marsh hex, they can continue to keep moving 1 hex at a time as if it were an Infantry unit. So as long as there is a Swamp or Marsh hex infront of them they can keep moving, even if they are moving to a higher elevation. This is not possible. The German's even have a sailboat which can do the same thing.

Limitations with the game engine and the reason why ferries work.

A remedy is to block marshy areas that your boats would access with dark hexside rivers. Boats cannot pass across hexside rivers.

Jason Petho