The perfect Panzer corps.

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Muddy
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The perfect Panzer corps.

Post by Muddy » Wed Feb 19, 2014 7:10 am

Who would agree that if Panzer corps had supply lines that it would be the perfect game?

Maybe something for Panzer corps 2.

KeldorKatarn
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Re: The perfect Panzer corps.

Post by KeldorKatarn » Wed Feb 19, 2014 8:06 am

Well it does have supply rules. Just relatively abstract. So it's impossible to answer that without knowing exactly what the rules would be and having tried to play that. I'm pretty happy with the current supply rules. A unit that is slowly getting encircled won't have that many supplies, you can bombard units to reduce their supplies and weather also hinders supplies. So I'd say there's already quite a few rules regarding supplies in the game. Also Panzer Corps is a very Beer and Pretzels kind of game and I think introducing stuff like supplies at a too complex level may not fit the general style very well. for a Beer and Pretzels approach to wargaming Panzer Corps' supply rules are already pretty complicated.
Panzer Corps - Dossier Tool - http://www.slitherine.com/forum/viewtopic.php?f=121&t=39151
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Muddy
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Re: The perfect Panzer corps.

Post by Muddy » Wed Feb 19, 2014 8:19 am

Just relatively abstract, yes.

I don't think it would be overbearing to have supply lines from say towns and city's that would need to be lengthen by supply units, and of course, being able to be broken by enemy units paced anywhere along them.
It would add a whole new strategy to the game.

KeldorKatarn
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Re: The perfect Panzer corps.

Post by KeldorKatarn » Wed Feb 19, 2014 8:30 am

Cities were a lot less important for supply lines. Railroad lines are the issue, not cities.
Panzer Corps - Dossier Tool - http://www.slitherine.com/forum/viewtopic.php?f=121&t=39151
Epic Chronological Let's Play - https://www.youtube.com/playlist?list=PLb_qLVfViPTbD7C7gN8cVOxG_mEgDYO91

Aloo
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Re: The perfect Panzer corps.

Post by Aloo » Wed Feb 19, 2014 9:34 am

The idea is tempting but it would complicate a game that is fun because of its simple set of rules. The AI is not up to it. I can imagine sending paras or recon behind enemy lines and messing things up for the AI.

KeldorKatarn
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Re: The perfect Panzer corps.

Post by KeldorKatarn » Wed Feb 19, 2014 9:39 am

I can't even imagine how that's supposed to work. I mean what are supply lines? Hexes? That doesn't make any sense. Roads and mostly railroads are important. and w don't have any concept of destroying or occupying railroads or even trains and trucks. We have SOME in some scenarios but those are special units for very special cases. In smaller scale scenarios like stalingrad that sort of thing wouldn't even make any sense... so I really doubt this could be done in any sensible way in this game. And it would require a complete overhaul for the AI and the AI turn is not exactly lighting fast as it is.
Panzer Corps - Dossier Tool - http://www.slitherine.com/forum/viewtopic.php?f=121&t=39151
Epic Chronological Let's Play - https://www.youtube.com/playlist?list=PLb_qLVfViPTbD7C7gN8cVOxG_mEgDYO91

BiteNibbleChomp
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Re: The perfect Panzer corps.

Post by BiteNibbleChomp » Fri Feb 21, 2014 6:04 am

Time of Wrath (and probably Fury if I played it more) is quite annoying because of supply - so I would be :evil: if said things were added - they would screw up my WWI mod considering most levels don't have railroads (all destroyed by artillery).

If any of you think that the title would make more sense by meaning "the perfect core force" this is my input:

Tiger II x40
Gustav x1

And in WWI:

Flamethrower 1918 x32
Poison Gas x8

- BNC
Creator of American Civil War mod for Strategic Command WWI!
Discuss here: http://www.matrixgames.com/forums/tm.asp?m=4504986
Download: http://www.mediafire.com/file/tj4t11z3ttl142w/SCACW.zip/file

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