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Old July 29th, 2008, 10:30 AM
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Default Anybody intrestead

Thinking of doing something a bit diferent any input welcome but would people be intrestead as think would need some house rules so PBEM only
Scenerio premise
River 2 bridges defender is keeping open till last minute to get retreating forces across. Attacker of course wants to capture intact.
So defender has 2 forces defenders & straglers
Defender is in process of placing Demo Charges on bridges.
Anyone any idea how long guessing at least 30 mins (10 turns) to place for demolition probably longer.
If a short period like 10 turns engineers could be reinforcments in early turn & have to move to bridges. If longer as suspect assume in act of placing when scenerio starts.
Idea is engineers must spend X turns on bridge in good order to place then move 2-4 hexes away with trigger mechanism. Can then detonate at any time after if in good order. Note it would not be a good idea for attacker to use arty vs engineers on bridge as could take it down.
So players would have to check status of engineers each turn & announce blowing if manage
Suggest using 10 turns as placement time 6 engineer squads & each bridge requires a total of 30 turns with an engineer stationary in good order on. So one squad would do in 30 turns 2 in 15, 3 in 10. make sense?

Other option is to simplify & just say bridge out on turn X unless attacker controls it.
Is there a way to actually blow it on a specific turn?
Would an ammo dump explosion take it down? Trouble is stray shot might take out plus additional MP if in same hex as bridge.

Play balance tricky as attacker losses if bridges go but defender must get majority of forces across river before blow to win so for defender to win he must have X amount of battle points remaining to win.

Thoughts so far please input any if intrested

Defender using own arty to blow bridges if engineers fail probably to easy so assume as retreated to new line arty parks not set up yet.
Can 81mm mortars blow bridges anyone, will have to test. If can't can only give attackers a max of 2 rest of arty bigger so risks blowing

Retreating force use 2nd line infantry as battle weary & in retreat. Increase cost of these units as trying to save to force defending force to screen. Possibly make some with 4 or 5 men to reflect losses
Also possibly reduce movement of some to 4 carrying injured etc but have some trucks on defending side can send to pick up.

Visibility probably about 20 to make retreating forces harder to spot, can some one verify that a unit is harder to spot with say vis 10 than with vis 80

40 vision for attacker would make a big diffrence as engineers can't hide behind smoke while working. To make balancing easier just has an arty vehicle with 40 vision

Tactically I think this would make for a tricky game as defender is trying to extract units under fire while holding a position. Falling back basically.

Problem is determining victory conditions without resorting to counting units at end as all defending units on attackers side when bridge blows should be counted as lost.

Project not off the ground yet this is a feeler to see if any intrest. Sorry so long
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