|
Smoke
Dec 29, 2008 16:04:26 GMT -5
Post by mkcontra on Dec 29, 2008 16:04:26 GMT -5
One thing that seems to be conspicuously missing from the AE ruleset is smoke rounds (mortars) and smoke grenades. I believe they saw relatively widespread use throughout WW2. Would it be possible to OTW some smoke rules to allow mortars and some infantry to place templates that provide +1 cover or +1 to hit or something?
What would be some ways to see this implemented?
|
|
|
Smoke
Dec 29, 2008 19:32:45 GMT -5
Post by malkcntent on Dec 29, 2008 19:32:45 GMT -5
While they were used, they weren't as common as folks think. For the most part they were used by larger mortars and field artillery. Expect to see them in the future, but I'm not sure how quickly they'll be out there.
-Matthew
|
|
|
Smoke
Dec 30, 2008 0:59:49 GMT -5
Post by grujav on Dec 30, 2008 0:59:49 GMT -5
Perhaps as a special order?
|
|
|
Smoke
Dec 30, 2008 1:45:37 GMT -5
Post by pixelgeek on Dec 30, 2008 1:45:37 GMT -5
Many games have had smoke and then removed it at a later date as the game typically devolves into a game to see who can throw the most smoke and influence the game and terrain the most with their smoke.
Fixing that involves adding a lot of record keeping which is just boring.
The game is probably better off without smoke despite it being slightly ahistorical
|
|
|
Smoke
Dec 31, 2008 10:53:44 GMT -5
Post by mkcontra on Dec 31, 2008 10:53:44 GMT -5
There's gotta be a way to implement it without adding a ton of record keeping. What if it was on a per unit basis (more akin to smoke in 40k), i.e., a mortar targets a specific unit, making it +1 to hit or +1 armor, etc. until that unit moves. If you wanted to use it to cover an advance, perhaps you could have it target an enemy (the MG-42 covering the alley-way) and add one to their RC until the mortar team takes another action. Perhaps to allow non-mortar units to take smoke, a special order would be better. What do you guys think?
|
|
|
Smoke
Dec 31, 2008 14:37:51 GMT -5
Post by skorzeny on Dec 31, 2008 14:37:51 GMT -5
You know, as an 'attack' type that lasts for one turn only, smoke might be a very easy thing to implement. Instead of trying to wound the adversary unit, you are forcing a mandatory reduction in their chances to hit anything when the shoot, with the side effect of increasing their chances to avoid being shot at. For a friendly unit that you target, you just look at it the other way: you want the cover bonus and are willing to take the reduced accuracy of your shooting as a consequence.
|
|
|
Smoke
Jan 4, 2009 4:32:10 GMT -5
Post by tordenskjold on Jan 4, 2009 4:32:10 GMT -5
I'm with Skorzeny and Mkcontra on this one. Instead of making a clumsy, record-heavy system go for a slightly abstracted system to represent smoke grenades' effect on visibility. A -1 to hit a unit using smoke to conceal itself sounds fine to me, maybe not a completely accurate description of the effect of smoke on a WW2 battlefield, but hey! It's a game, after all, not a simulation.
|
|