.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT
Notices


 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old July 22nd, 2018, 12:34 AM

jp10 jp10 is offline
Corporal
 
Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
Thanks: 21
Thanked 69 Times in 48 Posts
jp10 is on a distinguished road
Default A proposal for sewer movement

A standard for simulating sewer movement in urban areas

While the WINSP series has no movement via sewers in city battles, I propose a work-around that could be consistently used in scenario design.

1. Main road intersections (grey) of three or four roads would be considered to contain sewer entrances. The yellow lines of these intersections do not connect in the intersection leaving a small blank space that can be visually noticeable to a scenario designer.
2. In order for a side to use sewer travel the side must have sewer entrance/exit intersections within their starting area. A particular sewer intersection can only connect to the other entrance/exit intersections along that road section.
3. In Attacker scenarios an attacking element chosen to make a sewer infiltration would be assigned to a sewer exit via the Reinforcement Hex method. The % should be low 10%-15% and the first opportunity to appear can be a calculation of distance from the 'entrance' hex with a 2-3 hex movement rate per turn to the 'exit' hex. Multiple elements using the same route (example, a three squad recon platoon) could have an additional 2 turn delay to spread out the arrivals. (example, unit B0 scheduled to start % to enter as reinforcement on turn 6, B1 turn 8, B2 turn 10).
4. Defenders could be programmed to use sewer movement to launch raids to appear inside the attacker's perimeter.
5. Human players during setup would need to consider booby-trapping/barb wiring/mining sewer intersections when informed that sewer movement operations is part of the mission or warned that the enemy may try to use it.
6. Scenario design should make sure two opposing forces are not simulating using the same sewer route.

What do you think?
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:50 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.