Knut wrote:Bunkers!!!!! Give them "hit values" as a combo of armor thickness and and how regular buildings are modeled, and assign values according to whether to the size of the weapon housed - MG or cannon.
I agree this should not be too hard, because I have had a go at simulating bunkers. I modified an AFV file to have zero speed on or off road. This was as part of my continuing interest in World War One firefights, I imagined my infantry attacking a line of pillboxes. I have had a couple of amusing engagements with them.Of course there are problems - cost is high it seems. I can't really follow how the game assigns cost to AFVs. I have made an AFV with only 1 crew, 1 LMG for armament, thin armour and no mobility, and it costs only 1 or 2 points less than a proper tank. So I could not have more than 3. However they work quite well because in FF you only have to defend a point, not an area or a line.
I have not yet developed my own images. My german bunkers just look like half-tracks. In one game this was the result.
The en seem to have basically flooded the objective. You will see that I had few subunits, so the enemy were able to get right up into the wood without being seen or fired on by the bunker/AFVs.
I ran the same game only I used about 5 recce squads so that the enemy would be seen. That worked better. Then I had a game playing the germans defending against british, and the brits having tanks (Mk4 with 2pdr guns, and Renault types with 1 LMG). I also had anti-tank rifles to take on the tanks.
The game does need some of these upgrades to keep it interesting.