RE: The elementar PROBLEM with the game 
				
					 (04-23-2019, 04:58 AM)wiggum Wrote:  @2-81 Armor  
 
Thanks for your thoughts on the issue. 
 
Again, my idea would be a system like this: 
1st -you select a bunch of units (dont have to be in the same hex !)  
2nd -you set the "Stance" for them: 
 
"Stay Put" -> unit does not cause attrition damage to the enemy units it can "hit" but does not use up ammunition and is harder to hit 
 
"Harass" -> unit causes possibly only light attrition damage to the enemy units it can "hit" but does use only a average amount of ammunition and is a bit easier to hit 
 
"Aggressive Attacks" -> unit causes possibly high attrition damage to the enemy units it can "hit" but does use a high amount of ammunition and is much easier to hit 
 
3rd -you end your turn (if you are ready) the "shooting" is calculated and you get a window with a table that shows the results. You can set a threshold/filter for this statistic so lets say you set it to "Disrupted/Broken" and ">20 Casualties" and "Max Fatigue". Now you will see only units in that statistic that became either Disrupted/Broken, suffered more then 20 Casualties or became max. fatigued. 
 
Of course you dont need to set it every turn...the setting is saved and of course there is a option to, for example, highlight all units set to "Harass". 
 
Doesn't this sound like it would speed up the game brutally and making large campaigns less tedious ? 
				 
				
				
"If you want to know a man's true character, give him some power." - Abraham Lincoln (attributed)
 
				
				
				 
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