You are quite right, this is a complex suggestion, although many points in it make sense. Offensive support fire is an interesting idea, but if it was implemented, I'm sure people would be very disappointed if it applied to AT only, because in reality it looks more like a generic "real mass attack" rule, where several units can attack enemy unit at once, while that enemy unit cannot respond to them all. I would be very cautious with adding such rules though, because they can make defender's task even harder than it is now.hs1611 wrote: ↑Mon Oct 22, 2018 3:40 am First the ridicullously complex one:
- ALL GROUND UNITS provide Support Fire, Offensive as well as Defensive;
- Leave Fighters and Artillery as they are, maybe nerf Art a little bit;
- Everybody else provides Defensive Support Fire at 50% their regular attack stats and Offensive Support Fire at 33% their regular attack stats;
~ All Support Fire (except maybe, as stated above, Art and Fighters) is suppressive only;
- Units can only fire in support (offense or defense) within their range. Range 0 and 1 units can only fire against adjacent enemy units;
- Every unit can only attack once per turn, let's say it has 1 attack point per turn. Offensive Support Fire spends 0,5 attack points. So a unit that fires in support of an attack CANNOT make an attack that turn, but it can still provide support to 1 more attack by another unit;
- Because of the previous point Offensive Support Fire SHOULD NOT be automatic. Prior to the attack the player would have to select which, if any, eligible units would be used in a support role;
- Obviously support fire spends ammo, if possible 1/2 or 1/3 ammo point. If not possible then a full point.
This approach is definitely a possibility. Weather we need to implement it or not will depend on the results of testing new support fire rules, not just internally by the team, but also by alpha and beta testers. Basically, it is similar to fighters limited to 1 support per turn, but even more strict than that. It might be needed if AT support fire is totally unbalanced, but I doubt it. Especially if it is towed AT only, because once again, the task of the defender is already quite difficult. BTW, we don't need a switch to implement this, just require an unspent attack action at the end of unit's turn as a precondition to providing support fire on enemy's turn.hs1611 wrote: ↑Mon Oct 22, 2018 3:40 am And now a simpler one, which I actually tested on PzC. It works but my testing was not extensive enough to conclude if it was balanced:
- This one applies to Anti-Tank only, maybe even to TOWED ANTI-TANK only (leave Fighters and Artillery as they are, maybe nerf Art a little bit);
- AT units would be switchable between DIRECT FIRE or SUPPORT FIRE (defense only) mode;
- Since units must be switched BEFORE they attack, if you choose to have an AT unit provide support during the AI's turn you cannot use it to attack on your turn;
- Support Fire in this case works in the same way as Artillery, meaning the AT unit can be behind the unit it is supporting. The enemy unit DOES NOT have to be within the AT's range;
- AT Support Fire should be good against HARD TARGETS only.