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WinWar II Version 5 Idea Blackboard WinWar II 5 is coming along nicely. Below are some of the key highlights of the game mechanics.
Supply Centers A core strategic concept of the game will be "Supply Centers". Units that have a direct path to a Supply Center fight at peak efficiency (no matter how far away the SC is). If a Unit is cut off from a Supply Center, they begin to degrade and fight at lower and lower efficiencies. A Supply Center can be a land-based HQ, or a fleet that contains a Battleship. For example, the American player can position his fleet adjacent to Algeria to support the African campaign. This rule will make strategic placement of fleets, and control of the seas, vitally important! Fleets re-supply only when they are docked in friendly shore zones. Of course, when docked, naval units are extremely vulnerable if the zone is attacked. I think that this will create tension in the game. Players will be forces to dock their navies periodically, but when docked they face the risk of a "Pearl Harbor" style attack! Air Units Air units have a range that determines how far they can travel in one move, and how far they can be moved away from a friendly air base. Any allied land zone is considered an air base, and Carriers can also be used as mobile naval air bases for Fighters. Subs Subs will provide a "hidden element" of fleet strength. Normally, you will see units that are adjacent to zones that you occupy. However, enemy subs are only visible once they are in the same zone (and by definition in conflict with one of your fleets.) Building You will be able to spend your National Treasury in WinWar II 5 on several things:
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