Walloc
Posts: 3141
Joined: 10/30/2006 From: Denmark Status: offline
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Thx for all the answers Frank. It do raise more questions to me tho. If quote:
A level 3 unit firing on level 3 trenches will produce a maximum of 1 hit per unit and an average of 0 hits per unit. I wonder, it was AI doing it so i cant tell about airsupport, how 5 artillery firepower can do 19 hits to Liege confirmed at fort/trench 3 after the attack. It was in impulse 2 so i assume it was 2 unupgraded german art and since i lost no Fort bonus that it wasnt a siege art. I've never seen an siege art not doing at leased 1 reduce fort hit. Would 19 under those conditiosn even be possible with airsupport? That example from the game doesnt seem to add up to the theory. /boggle quote:
ORIGINAL: FrankHunter I wanted forces that had just taken a hex to be vulnerable to counter-attacks. I felt this was the case historically as they outran their artillery and no longer had defensive positions. It was also my belief that breaking trench lines wasn't as hard as holding on to those gains. That this was demonstrated in the evolution of tactics so that near the end of the war the forward positions were very lightly held. Instead, the emphasis was on destroying the attacking forces when they were most vulnerable, after they had left their own defensive positions. I felt that players would eventually hold their front lines with light forces, knowing enemy artillery could blow away any hex that they put the resources against, and instead keep their artillery and better units in their second line for a counter-attack against an enemy that would have no trenches, depleted readiness and no artillery. Ok i get this. I do see problems with that tho. Ok lets say u defend front lightly and allow ur frontline hexes to be taken only to bombard and counter attack those attacks. Side a attacks into side b screen frontline hexes. Side b bombards and counterattack before side A makes trenches. I get ur design idea so far, but problem arise now. Side B has succesfully counter attacked. Now they stand in front of side A frontline which is full of art and u are naturally in trench 0. Since art happens before move side B will be slaugtered by side As original frontline art and is septible to new counter attacks. Rinse, repeat. Start at step 1. Seems to me what u get out of it isnt static warfare but counterattack, on counterattack on counterattack until 1 side is dead or stops. Problem is the counterattack is now just as exposed to bombard and counter attacks. U be stupid not to bombard the counterattack comming out in 0 trenchhexes where they will get slaugthered too. The overall casulties of this from my gaming experience is casulties far exceding what u can replace. Only avoidance i see is make no counterattack only bombards as ur screenline is taken. Allowing for trenches to be build and after they are completed. Then retreat 1 hex to a premade trenchline to make same and that way making any advance deadly. Trading space for casulties. Doesnt seem to be trench warfare as i understand it, given the scale of the game. I fear if take my experience added with what u write in above posts about average hits in trench 0-1 that the end result will be creating a dynamic that is other than what u seek, as i read u. Also as i write in my original post tho in some part due to AIs lack of entrenchments it has an effect of the ability of litterally removing more or less the entire russian army through bombardments in a pretty short periode of time and at almost no cost. Kind regards, Rasmus
< Message edited by Walloc -- 10/8/2007 1:41:08 AM >
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