Not a post about drugs
!
Not another wish list item or proposal!
Just wanted to know what you think about the following:
Unit Withdrawals
The game allows for reinforcements. Why not withdrawals? I know, it’s annoying to have to “lose” a unit midgame, but hey! it happens in real life.
The rationale for introducing withdrawals in strategic/operational games level is pretty straightforward (divisions diverted to another front, ally turning neutral, etc). In the tactical level it could reproduce effects such as:
1) Recalling divisional/brigade assets unexpectedly needed elsewhere, or
2) SF/snipers/guerilla type units “melting away” in dense terrain (urban or jungle)
Withdrawals combined with reinforcements may reproduce pseudo hidden movement effects (unit “withdraws” at point A and a same/similar unit appears as reinforcement at point B a few turns later simulating cautious movement/infiltration from A to B through “favorable” terrain)
Scenario designers could use withdrawals “from the roster” to negate the availability of transports (air or sea) at the final turns to avoid last minute paradrops/landings on V hexes (
if they consider it to be a “gamey” tactic)
The mechanics of withdrawing the designated units could range from:
a) simply “vanishing” the unit at the appropriate turn wherever is (don’t like it)
or
b) victory points penalty for each turn, beyond the withdrawal turn, the unit has not moved to its designated location of withdrawal
to
c) the “withdrawal turn” is actually the turn that the AI takes over control of the unit, wherever it is, and moves it towards the “evacuation” hex/ area (probably seeking the shortest root). It’s up to the player to decide to leave it all to the AI or to start to maneuver the unit himself (before the withdrawal turn) and bring it closer to the “evacuation” hex.
Again, this is not a proposal, just a discussion subject.