That's exactly what I'm saying, more troops should be on foot coming from you deployment zone unless you use your transports to "ferry" them up a little faster, and even then there is great risk in this.
Basically you want a feature in the game so bad that you are prepared to immediately make it useless just as long as it is in the game. No one will buy trucks. People buy things that go bang and explode enemy units.Maybe a good compromise would be to allow the player to buy trucks with or without cloaking devices, paying extra for the ones that stick around after disembarking troops for the first time.
If you don't want them used as suicide scouts, make them unable to influence or cross front line. If you don't want them in player control after deployment, either have ai drive them off map after deployment or give players incentive to return them.Incidentally we were buying them in trucks if possible to reduce the cost and guess what we did with trucks them? No we didn't use them to relocate units across the battlefield. Because it makes more sense to buy new squad and push it to another part of the map, than bother with micro and play a subgame of transport tycoon.
Basically you want a feature in the game so bad that you are prepared to immediately make it useless just as long as it is in the game. No one will buy trucks. People buy things that go bang and explode enemy units.
Want proof? There were ATGM vehicles in Wargame. No one used them because it is cheaper to buy ATGM squad and stick it in cover instead of expensive vehicle that is easily spotted. Incidentally we were buying them in trucks if possible to reduce the cost and guess what we did with trucks them? No we didn't use them to relocate units across the battlefield. Because it makes more sense to buy new squad and push it to another part of the map, than bother with micro and play a subgame of transport tycoon.
The issue is more realistically, and more adequately, addressed in the ways outlined in my above post. Disappearing trucks is just lazy. There's no excuse.Trucks and low point transports were used as an exploitative recon/meat shield unit.
If trucks aren't going to disappear (which they will, for the best) then I think there should be some form of team-wide morale penalty for huge friendly vehicle losses in a short space of time to discourage exploitative mechanics like what was seen in the Wargame series.
But the trucks will disappear, which I think is the best, and most rational solution to this issue. I am quite willing to sacrifice some realism to prevent exploits.
Like we debunked your ideas over and over as well. Watch this I will debunk this new thing you just came up with. Trucks stopping at imaginary lines is just bad idea. What happens when those precious trucks get surrounded? Because this game does point out surrounding as one of more appealing features in gameplay. What will those surrounded trucks do? Pioneeresque wagon circle?If you don't want them used as suicide scouts, make them unable to influence or cross front line. If you don't want them in player control after deployment, either have ai drive them off map after deployment or give players incentive to return them.
We have said this over and over and over.
The issue is more realistically, and more adequately, addressed in the ways outlined in my above post. Disappearing trucks is just lazy. There's no excuse.
Because learning from Act of Aggression spending half of your time to manage logistics and another half of your time keeping map control and keeping your units alive isn't fun at all.I think that many are not seeing this the right way. As stated earlier, a very easy way to prevent any form of exploitation is to give your battlegroup a limited amount of these transports that need to be returned to your deployment zone so they can drive off map like planes do to be used again, you could even give them the aspect of being cargo carriers that you use to rearm your troops. This would give them far more importance to your overall battle and a real asset that needs to be treated as so.
My biggest problem with this is that logistics are key to any battle no matter the scale of it and the option that was used in the stream (may not be the final option mind you) completely removes that from the game basically, which is very big concern to me. If we understand and agree that transport vehicles were not widespread in armies at the time and would be treated as a great asset, then why are they treated as an afterthought that every card in your battlegroup comes equipped with, it makes no sense.
"I am able to see the logic behind the choices Eugen made, and accept that it's a compromise and it may or may not change in future builds of the game"Then what are the other arguments? I see none. Seems like it's either that, or "laziness is okay" which I find to be even worse.
Because learning from Act of Aggression spending half of your time to manage logistics and another half of your time keeping map control and keeping your units alive isn't fun at all.
Refer to the post above yours. Also, this game is clearly geared towards action and people getting their fix in terms of tactics. Not pushing trucks around.Its not like you are handling an economy here, you are using transport vehicles to influence a battle.
It's not rocket science to figure out that you can just fast move the unit to a certain part of the map, unload your troops, and then fast move it back to your "safe/deployment" zone for it to go back to the home base for reuse.
Irrelevant since this game is about fighting not counting things. Imagine trucks being teleported to the FOB. How? Magic. Like uneducated people in warfare that are all of us magically get in command of divisions.Don't think you are understanding why grief with the current use of transports is. Not every unit should just get ferried to the front line and have a vehicle. Let's say you are saving up points for phase C and are able to call in 30 infantry units at once, there is no way that you should have access to that many transports at once. These are true assets to any battle and need to be treated as so as this was even more so during WWII. The current way feels way to fake and cheesy, a very over simplification of the game. Commanding a battle not only includes telling your troops where to be, but also how they get there.
Except that would be a battalion-sized push, basically all the cards you would have in RD. There is also no way you can call in that many troops without your front collapsing. And you're not commanding an infantry battalion in-game. You're commanding a battlegroup that is roughly company sized, battalion at most if you count all units spread out over all three phases.Don't think you are understanding why grief with the current use of transports is. Not every unit should just get ferried to the front line and have a vehicle. Let's say you are saving up points for phase C and are able to call in 30 infantry units at once, there is no way that you should have access to that many transports at once. These are true assets to any battle and need to be treated as so as this was even more so during WWII. The current way feels way to fake and cheesy, a very over simplification of the game. Commanding a battle not only includes telling your troops where to be, but also how they get there.
Pretty sure you need to count everything in the game; ammo, units deployed, units left to call in, etc. Making a game a little more complicated isn't a bad thing. If you are in command of everything else, you should have command of the transportation of your troops.