<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by tony best</i>
<br />Gentlemen
My first inclination was the same as the general theme so far presented-that these rules favor the attacker. But consider this-no longer would the checkerboard defense work-you would HAVE to present solid lines and strong ones at that. Flanks could NEVER be left hanging. This could lead to more realistic defenses. VP conditions could just be altered accordingly.
Colonel Tony Best
Army of Georgia
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True but this would shift the balance so heavily to the attacker that no force that couldn't match the attacker with equal numbers could stand. With soft zones the checkerboard defense only can be used as a delaying action. It limits the attackers ability to melee but cannot hold ground. With a rule allowing movement through zones a line would have to be continous. But without linking that rule to significant changes to melee rules such a line would quickly be overrun since the attacker, who usually has a superior force or he wouldn't be the attacker, picks and chooses where to break the line by melee at overwhelming odds.
Usually in turn based games a rule allowing movement through zones is tied in with "modern" war ideas of defense in depth. Surrounds don't auto kill, defenders have a reaction phase as part of their defense, and there may be auto retreats for units bypassed. I think you will find a move through zone rule will badly unbalance the HPS system and would require a whole reworking of the combat system to accomodate the change. It would have to be coupled with other ideas to make it work including things like command control to limit spreading of lines, skirmishers to limit enemy advances, limitations on ability to melee, ability for the defender to react not only with defensive fire but with partial retreat, and on it would go. In other words, a whole new game engine that would make supporting lines, reserves, and many other concepts not supported by the HPS system work together in a realistic way. Something very difficult to do with hexes and turns.
My own approach is to create a simulation that correctly (hopefully) models what a regiment can do and implements a command control system that (really hopefully) raines in the 200 foot general. Put this on a 3D map with simultaneous turns and maybe it would work out, and maybe not. [:D]
MG. Kennon Whitehead
Chatham Grays
III Corps, AoM (CSA)
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