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Krieghund
04-23-2004, 07:34 AM
Did anyone else notice that there was no mention of pairing attacking artillery and infantry in today's article? In fact, in the combat example all the infantry rolled together, rather than having one roll separately with the artillery.

Mike, is this a mistake or will this rule not be in D-Day?

holywolfman
04-23-2004, 07:41 AM
What I found that was kind of 'odd' and "cool" all in one was that a battle can be raging on for subsequent turns and CAN be reinforced on different turns as well! (Cool concept there)-feel of trench warfare- if I may say so myself!
As for units attacking/defending differently, Mike did mention that units/battles were unique from 'original' A&A/ known style gameplay.

-Nick- smile.gif

Krieghund
04-23-2004, 07:48 AM
Yes, Nick. multi-turn battles were one of the things I liked about Fortress America.

Mike Selinker
04-23-2004, 08:53 AM
Mike, is this a mistake or will this rule not be in D-Day?It's not a mistake, and I haven't said yet whether the rule will be in D-Day. Still three columns to go....

Mike

Krieghund
04-23-2004, 11:23 AM
Yes, GROGnads, that is different here - there is no 'retreating' once the battle starts. The closest thing is not sending in any more reinforcements.

Drax Kramer
04-24-2004, 03:53 AM
How do you think a concept of stack limits and multiple turn battles would have looked like in other A&A games?

Drax

Krieghund
04-24-2004, 05:07 AM
Drax, I tried working up a system like that for A&A years ago, but I couldn't get it to work.

Drax Kramer
04-26-2004, 02:32 AM
Stack limits and/or force pools worked fine in my test games. Personally, I enjoyed force pool game of MB A&A most (no chips are used in game, only plastic pieces).

I tried the one round of combat per turn and it didn't work well on itself. But combined with force pools and/or stack limits it might work.

Such "contested" territories would yield income to noone.

Drax