committed hero
Chieftain
Here are the playtest files for a scenario detailing the Allied liberation of Italy & Provence.
I am seeking particular guidance about a few things:
(1) Aircraft have much shorter ranges than IRL, including only 2 turns in the air. This is partly because I want the capture of airbases to be important, and partly because Over the Reich does strategic bombing far better. I am seriously thinking about using 3 turns in the air, despite the obvious problems (I don't think a 4 turn range makes sense if I have to house rule the return of bombers after they attack - there would be few returnees from long missions). I can raise the road movement to 8:1 and thereby get a max range of 32 if the planes aren't making a difference over Salerno, but I hesitate to increase ground movement because of how it might invalidate the pikeman flag.
(2) The number of types of planes interacts with how reinforcements arrive, which is why there are 18(!). I can play with the speed of the new arrivals to some extent, and introduce a fifth bombing operation, but I am unsure about simply adding more planes at the outset.
(3) I can add a subsystem that would let regular infantry transform valley spaces to bridges, and line to mud, in order to let wheeled traffic traverse impassable terrain (in turn, a ruined bridge unit could make a good/realistic target for paratroopers). There should be good synergy with faster road movement, but it would slow down the advance at its deadliest point. I didn't want to make wholesale changes without seeing how the current setup works.
Thanks!
I am seeking particular guidance about a few things:
(1) Aircraft have much shorter ranges than IRL, including only 2 turns in the air. This is partly because I want the capture of airbases to be important, and partly because Over the Reich does strategic bombing far better. I am seriously thinking about using 3 turns in the air, despite the obvious problems (I don't think a 4 turn range makes sense if I have to house rule the return of bombers after they attack - there would be few returnees from long missions). I can raise the road movement to 8:1 and thereby get a max range of 32 if the planes aren't making a difference over Salerno, but I hesitate to increase ground movement because of how it might invalidate the pikeman flag.
(2) The number of types of planes interacts with how reinforcements arrive, which is why there are 18(!). I can play with the speed of the new arrivals to some extent, and introduce a fifth bombing operation, but I am unsure about simply adding more planes at the outset.
(3) I can add a subsystem that would let regular infantry transform valley spaces to bridges, and line to mud, in order to let wheeled traffic traverse impassable terrain (in turn, a ruined bridge unit could make a good/realistic target for paratroopers). There should be good synergy with faster road movement, but it would slow down the advance at its deadliest point. I didn't want to make wholesale changes without seeing how the current setup works.
Thanks!