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Artillery in 1.2b5 - 10/18/2007 2:31:36 AM   
EUBanana


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Overall the game is undoubtably more WW1-like now artillery has been trimmed from the silly damage it inflicted.

On the other hand its now been trimmed far, far too much IMO. You can practically hear the crickets on the Western Front now. I've seen months of barrages not even inflict 1 hit.

Its gone from 45 hits from a heavy barrage to 0. Surely we need some intermediate number here - like, 5-10, say...

< Message edited by EUBanana -- 10/18/2007 2:50:24 AM >


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RE: Artillery in 1.5 - 10/18/2007 2:52:59 AM   
Lascar


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quote:

ORIGINAL: EUBanana

Overall the game is undoubtably more WW1-like now artillery has been trimmed from the silly damage it inflicted.

On the other hand its now been trimmed far, far too much IMO. You can practically hear the crickets on the Western Front now. I've seen months of barrages not even inflict 1 hit.

Its gone from 45 hits from a heavy barrage to 0. Surely we need some intermediate number here - like, 5-10, say...


Yes, some of the lighter barrages on well entrenched units have not inflicted many casualties but I have been on the receiving end of your barrages and have still suffered not insignificant casualties. The overall effect is good though. This game is playing very much like WW I now and this forces the respective commanders to make decisions in a more historical context.

I think the game is very close to its optimal fine tuning. No more than just a hair more for the artillery if any at all.

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RE: Artillery in 1.5 - 10/18/2007 2:56:45 AM   
SMK-at-work

 

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On the receiving end of TE barrages from the AI on the Western front yes indeed - if yuor opponent has entrenched and you haven't upgraded your artillery then you'll do squat (the AI is pretty slow at upgradign artillery so entrenchments are normally way ahead in that race).

Which is exactly how it should be IMO.

If you want to inflict losses on advanced entrenchements then you have to invest in improved artillery - your choice.

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RE: Artillery in 1.5 - 10/18/2007 3:12:48 AM   
EUBanana


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Well, I dunno what I've been inflicting on him.

But he's inflicted 0 to me. (and bashed down 1 level of trench). For probably the best part of a year of fairly continuous shelling (infantry assaults dont count, just casualties from arty). I assume I'm not inflicting a whole lot more to him with my own return fire.

It is true that my trenches are now at 4. And his artillery is a pitiful 3. But even so. 0 casualties from shelling/wastage in a whole year on the Western Front?

Thats grossly ahistorical. One of the incredible things about WW1 is the vast number of people who died even when "nothing" was going on. Wastage was huge. Its artillery that implements the wastage effect. In short, no, its not exactly how it should be IMO.

It also doesn't really feel like WW1 either, I'm not feeling the weight of attrition at all, even with fighting getting quite heavy I got more arms than I know what to do with, almost. I'm feeling the lack of enough CP infantry counters, but thats something else.


< Message edited by EUBanana -- 10/18/2007 3:17:11 AM >


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RE: Artillery in 1.5 - 10/18/2007 3:47:56 AM   
SMK-at-work

 

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Unimproved artillery vs level 4 trenches and you think they should inflict significant casualties??

You should be congratulating him on wasting his resources!!

sure there was "wastage" - there was "wastage" even without artillery - it doesn't get represented either.  Nor do any of the rear area troops who were maybe 1/4 to 1/3rd of the army (the US army sent 42 divisions to Europe - 12 of them were broken up to provide support elements as none had been otherwise provided).

It's an abstraction I can live with.

Edit - apparently 1/2 to 3/4 or more of the troops might be support even in WW1 - see http://tinyurl.com/22ugjc

< Message edited by SMK-at-work -- 10/18/2007 4:24:26 AM >

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RE: Artillery in 1.5 - 10/18/2007 3:51:58 AM   
SteveD64

 

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Wastage is a good point.  I was one of the anti-artillery types in earlier versions and am still playing PBEM with version 1.2b as the CP and don't have near enough arms to refit my units to full strength.  And I don't think my opponent does either.  It gives a nice drastic feeling to the game, especially when you take a hex and are very vulnerable to counterattacks.  Maybe tone it down a little from this version but I can't comment on the current version.  I just wish there was a minimum (say 1 or 2) and maximum damage (say10-15) you could do, then let the infantry decide the battle.

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RE: Artillery in 1.5 - 10/18/2007 4:24:20 AM   
SMK-at-work

 

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Yep - I look for readiness decrease as the main effect of artillery these days - actual enemy strength is unimportant if you've got him down to 1 or 2 readiness - you can often take a hex at 1:1 "odds" and almsot destroy the enemy strength in it while taking only a handful of casualties or even none at all.

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RE: Artillery in 1.5 - 10/18/2007 5:58:21 AM   
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well, to be honest, you might as well just get rid of it, as far as I can tell its contributed 0 to this game, on either side, aside from perhaps making us waste points on R&D and barrages in the vague hope that maybe it will do something.

Cuz it really has done zip.  At least Lascars artillery has.  Not a bean.  Not a man killed.


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RE: Artillery in 1.5 - 10/18/2007 6:15:54 AM   
EUBanana


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...and that you can brush off wastage seems a bit... wrong to me.  Wastage was serious.  It was one factor as to why Germany was collapsing at the end.  It is patently ridiculous that if both sides choose strategically to ignore the Western Front (not a bad idea, given force applied there has less effect than anywhere else) in favour of other fronts, the Western Front can't even be used to bleed the enemy of resources in attritional warfare.

I really, /really/ don't like the sound of crickets on the Western Front.  In fact, I go so far as to say that the fact that bleeding without assaulting is no longer even a semiviable option kinda ruins the game for me.


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RE: Artillery in 1.5 - 10/18/2007 6:26:19 AM   
SMK-at-work

 

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Phoney war 1940 - crickets are a historical result if both choose it.

But it takes both sides to ignore the western front for that to happen - and if the TE does that then it is playing right into the CP's hands.  Taking out Turkey might be relatively easy, but it's unlikely to do much damage to the CP - it's a long way to any vital resources.  Taking out Strasbourg and Metz might be expensive in terms of manpower, but it will inflict considerably more damage on the CP and points a way straight to strategically important assets.

And it needs to be done quickly - the massive nubmer of German Cosprs coming online in 1915 beams the TE needs to be hammering at the West Wall by the end of 1914 unless they have a death wish.

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RE: Artillery in 1.5 - 10/18/2007 7:04:01 AM   
EUBanana


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quote:

ORIGINAL: SMK-at-work

Phoney war 1940 - crickets are a historical result if both choose it.


I don't think thats true at all.

What you are saying is that having two armies camped next to each other will not, unless one side assaults the other, inflict any casualties.

I think thats just false. How can you implement a Falkenhayn strategy now? You can't. (Or a British 'aggressive raiding' strategy, or any other of many means in WW1 used to wear down an opponents resources at the cost of some of your resources without actually attempting an advance, all summed up in GoA as 'artillery'). You can't even weaken the line anymore, short of attacking. Unless you assault, you can't actually kill anybody whatsoever.

Even WITP has the bombardment option to eventually wear down bases, it seems decidedly odd to me that you can't do likewise in WW1.

The 'crickets' are being caused by the game engine not by strategy. You sure didnt get crickets before when arty worked like a tacnuke, even on fronts neither side cared about.

While I thought ulvers reducto ad absurdium game was pretty stomach churning (and at the time I was saying artillery needs cutting down and trenches need improving), its now swung too far the other way, where a Western Front involves almost no /intrinsic/ pressure at all. There is no constant gently beating artillery forcing you to siphon off troops you so badly want elsewhere to a quiet front your not really interested in, due to the general press of war. That feeling of a great weight slowly bearing you down as the casualties you can do nothing about rack up is gone, and thats really what WW1 is all about.

Its really ruined the game for me.

quote:


But it takes both sides to ignore the western front for that to happen - and if the TE does that then it is playing right into the CP's hands.


Finer points of strategy impacted by this don't really interest me - fact is, it seems to me that a huge chunk of WW1 strategy just got deleted, and the game has been diminished as a result.


< Message edited by EUBanana -- 10/18/2007 7:13:01 AM >


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RE: Artillery in 1.5 - 10/18/2007 7:38:56 AM   
Joel Rauber

 

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quote:

ORIGINAL: EUBanana

quote:

ORIGINAL: SMK-at-work

Phoney war 1940 - crickets are a historical result if both choose it.


I don't think thats true at all.

What you are saying is that having two armies camped next to each other will not, unless one side assaults the other, inflict any casualties.




I don't think he is saying that. I imagine its more that the casualties would be below the radar screen at this scale. I think the 1940 example is apropos.

I'm neutral at the moment on the issue; wanting to gain more experience with the current beta version. Having only played the AI so far, it seems artillery is still doing some damage. It enabled me to wear down some French fortress towns and take them in the last game I'm playing.


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RE: Artillery in 1.5 - 10/18/2007 3:15:12 PM   
EUBanana


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The siege artillery is still important as that tends to remove 1 fort level every time you fire it, and forts have a significant impact on the outcome of an assault, so theres very much an incentive for you to use your siege guns to get rid of the forts.

I think 1940 is a really poor comparison, and the idea that wastage is 'below the radar' frankly ridiculous.  I suppose its true that both sides could decide to literally do nothing on the Western Front, but that would imply both sides dont even bother with barrages.  There should be the ability to zap bad guys without going for an actual offensive.  It need not even be a cost effective way of zapping bad guys, but it should still be there.


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RE: Artillery in 1.5 - 10/18/2007 4:45:25 PM   
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This is an extreme situation, minimum artillery versus maximum trench.  He's firing with a negative base number which is pretty much a waste of ammunition.  Its like one of those month long bombardments that wipes out every blade of grass but meanwhile the troops were quite safe down in their concrete reinforced defences ready to come up as soon as the bombardment stopped. 

For artillery to be effective now the base number has to be positive.  If Lascar had put some R+D into artillery and raised it to above "4" I'm sure he would be doing some damage.



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RE: Artillery in 1.5 - 10/18/2007 4:59:55 PM   
esteban


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First few impulses playing with level 3 arty versus level 1 entrenchments on the west front--only a couple casualties on each side.  Not sure that is a little too low or not just yet.

However, the Western Front becoming a backwater is basically your choice as the TE player.  Historically the TE flung themselves at the German trenches to get a breakthrough.  Since you ahistorically are abhorrent of the casualties that will generate, you dont do it.  But this game should be a simulation of what happened in 1915, not a "I'd like to play a little blitzkreig warfare, but with WW1 units" game.  The fact of the matter is that between November 1914 and April 1918, no amount of territory changed hands in the West that could be reflected by a "hex change".  My advice is to start building improved arty and tanks/assault troops.

As for wastage, I am all for saying that wastage casualties and the replacements for them are abstracted out of the game or for putting in something that a corps loses 1 sp per impulse that it is next to an enemy corps--either way. 


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RE: Artillery in 1.5 - 10/18/2007 6:16:54 PM   
EUBanana


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Well, I appreciate its an extreme - and I have a technological superiority in both artillery and in trenches in this game it seems, which means I'm evidently pursuing a different emphasis.

...I guess I'm just hoping that this emphasis remains a viable one!  Based on the recon data I got, which is pretty unreliable as he moves stuff around, I think my artillery is doing the odd hit to him, but actually costing me much more than him, in terms of arms refits to barrages, which is really what its all about in attritional warfare which this game is simulating.  Thats not 'over analysis', as has been accused, thats the basic mathematics of attrition!

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RE: Artillery in 1.5 - 10/18/2007 6:24:11 PM   
EUBanana


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And /I/ at least don't want the Western Front to be a backwater so this really isnt an issue and I wish people would stop bringing it up.  It is not relevant to this conversation.  I am quite prepared to invest industry to bleed him on the Western Front so he has to divert resources there.  I'm not interested in attacking though because I have all the hexes I want/need.  I'm even prepared to play the R&D game to try and bleed him at a favourable ratio, but even if its not at a favourable ratio I'm still prepared to pursue that strategy up to a point.

If on the other hand that strategy is costing me 4-5 industry a phase in shells and netting perhaps 1, 2 if I'm lucky industry worth of damage to him, along 1-2 industry a phase in spent on R&D on aircraft and artillery on my part, then clearly its a waste of time.  Even with him on the offensive in low level trenches, ie pretty much the ideal, the artillery isn't actually earning its keep, not by a long shot.  If its not earning its keep then its never going to be used, in exactly the same way that when artillery was too powerful, tanks (and even trenches) were never going to be used.


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RE: Artillery in 1.5 - 10/18/2007 9:37:51 PM   
Joel Rauber

 

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quote:

ORIGINAL: EUBanana

. . .

I think 1940 is a really poor comparison, and the idea that wastage is 'below the radar' frankly ridiculous. I suppose its true that both sides could decide to literally do nothing on the Western Front, but that would imply both sides dont even bother with barrages. There should be the ability to zap bad guys without going for an actual offensive. It need not even be a cost effective way of zapping bad guys, but it should still be there.



My point was that the phony war of 1940 was an example where the wastage (during the phony war), would be below the "radar" at the scale of the game is valid. Sorry if I didn't make that clear. (and there was wastage during the phony war, people were dying, there were French offensives into the Saar area I believe, though all this was small)

Its another question as to whether or not the 1939/1940 phony war comparison is valid is a separate question.

I think Frank's response above is a better explanation and one that I think is reasonable so far.


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RE: Artillery in 1.5 - 10/18/2007 9:44:50 PM   
Lascar


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In my game with EUBanana the Western Front has been far from quite. The French and British have launched a series of major attacks pushing the Germans back and threatening to form a pocket of at least ten German corps. The French have suffered heavy casualties in these attacks and many HQ activations points have been expended.

The Eastern front has been quiet for a long time, except for recent intense fighting in Romania. The CP has made some gains in Italy, capturing Venice, but have now run out of steam.

I don't know how much effect artillery bombardments are having on reducing enemy trenches or unit readiness but the overall effect of the current artillery modeling is much better than the earlier version when artillery would inflict 35 to 45 hits on a big stack.

Any tweaking to increase the lethality of artillery from the current settings should be done conservatively.

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RE: Artillery in 1.5 - 10/18/2007 11:33:37 PM   
SMK-at-work

 

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quote:

ORIGINAL: EUBanana

quote:

ORIGINAL: SMK-at-work

Phoney war 1940 - crickets are a historical result if both choose it.


I don't think thats true at all.


I can't see how you can dismiss it - 2 armies encamped opposite each otehr chose not to be aggressive & inflicted few if any casualties - how can you dismiss that as untrue when it is what happened?


quote:



What you are saying is that having two armies camped next to each other will not, unless one side assaults the other, inflict any casualties.

I think thats just false. How can you implement a Falkenhayn strategy now? You can't. (Or a British 'aggressive raiding' strategy, or any other of many means in WW1 used to wear down an opponents resources at the cost of some of your resources without actually attempting an advance, all summed up in GoA as 'artillery'). You can't even weaken the line anymore, short of attacking. Unless you assault, you can't actually kill anybody whatsoever.


Yep.

this is a corps level game - if you want to do aggressive patrolling then you have the wrong product.

There were, AFAIK, no effective means of wearing down the opponents resources other than assaulting. Aggressive patrolling was essentially an information gathering exercise.

Falkenhayn wanted massive attacks in the west while "holding" in the east - how is that a problem??!! you can do Verdun all you like....

Artillery spotting by air is only good if you have effective artillery. Strategic bombing was only in its infancy in 1918, and tactical air support useless except agaisnt troops on the move - which was normally when they were advancing or retreating after an assault and was really only effective on 3 occasions AFAIK (against advancing Germans in 1918, and retreating Turks and Bulgarians in 1918).

This is WW1 - everything is there to support/defeat the asault - if you want something more subtle then you're fighting the wrong war IMO.

< Message edited by SMK-at-work -- 10/18/2007 11:38:48 PM >

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RE: Artillery in 1.5 - 10/19/2007 1:23:49 AM   
EUBanana


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Sorry, with everything you say I just disagree more, to the point that I think you're blind to my argument.  Lets try it point by point.

a) I'm not trying to be aggressive, I'm trying to blood him.  The game is just meaning that my blooding is totally ineffective.  They could, and did, do this in real life.  Wastage was hardly insignificant, it was a large percentage of the casualties incurred, and "abstracting it away" is not on, IMO.  I thought the way that artillery works is just fine at handling wastage.  As far as I'm concerned the reality mongers and artillery haters have gone way too far with their quotations about artillery tables and such and gone and ruined it all, which is actually what I predicted a little while back.

b) I don't think the emphasis on assaulting is at all realistic.  It has been commented on repeatedly that the frontlines in GoA are far more fluid than they were IRL, even on the Western Front with all the rules.  Lascar is currently engaged in a salient pinching on a scale of at least fifty miles, in 1916, without any upgrades which are assisting his advances, against level 4 trenches.  This kinda throws out any argument that "GoA models this via an assault, its realistic" out the window because as far as WW1 is concerned it is most definitely the "wrong war".  This is not something which bothers me, at all, as it would be frustrating if you couldn't get anywhere.  Its very hard to get anywhere and that'll do, but nevertheless you arguing that its the 'wrong war' to expect general casualties, possibly heavy casualties, across a frontline by the standards of the day "quiet", is so completely wrong I find it very hard not to be more derisive than I am.  Maybe you should tell the ghosts of the guys at Hellfire Corner that there was no effective way to wear them down other than assaulting?  Really, this is ridiculous.  Its a shame I dont have my books to hand on what the monthly wastage on the Western Front was but over the course of a full year it was akin to any one of the major battles.

c) Falkenhayn wanted to drag the French into a war of attrition in what on the GoA map would be a tiny segment of a hex.  Most of the fighting at Verdun was static, and most of the casualties were caused by the incessant bombardments, not infantry assaults.  But thats at two deep a level for this game.  Still, that was his plan.

Whatever.  If you don't see any point in the above, then I'm clearly not going to convince, but seriously, if this is how its gonna be, I think its going back on the shelf.


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RE: Artillery in 1.5 - 10/19/2007 1:26:09 AM   
SMK-at-work

 

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I understand exactly what you are saying, and to me you are asking for something that will add complexity for no great purpose - and that would be a bad mistake.

the game should be about decisions players make, not automated attrition that will win or lose 9or at least influence) the game without players actually having to do anything at all.

when you say you think the emphasis on assaulting is unrealistic IMO you are confusing assault with the massive general offensives - assault can also be used to engage in attrition warfare. It will often take 2-3 turns of assaulting to take a hex...or it may never be taken at all....especialy when there are few entrenchments....gaining a hex in Goa is usually a big deal and will only happen if yuo get a clear cut victory and then usually after several attacks and massive casualties (except on the Eastern Front)....or with tanks or Assault troops.....there WERE successful multi-hex offensives on the Western Front in 1918.

ultimately your problems seem to have been caused by your own choice not to invest in artillery and blaming the game for it not appropriate.



< Message edited by SMK-at-work -- 10/19/2007 4:37:28 AM >

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RE: Artillery in 1.5 - 10/19/2007 4:37:36 AM   
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In my last game as the CP vs the AI, the ET were throwing 5 strength bombardments against level 4 trenches & inflicting between 1 to 3 strength pts of damage to me in 7 or 8 attacks total for the turn.

I found the best way to take a hex was to wear down the readiness of the units just to the point before the AI would rotate the units with fresh corps, then attack. Works well with assault-trained troops, significantly less effective without them.
I was using 30-40 strength bombardments for two turns at least to do this, and doing an average 15-30 strength points damage (on the East front) per assault.
When the assault didn't work, casualties were roughly equal or in the Russian's favor at around the 15 pt. mark.
Cutting off areas is the most effective (and difficult) way to inflict huge casualties to the enemy.

I think the arty has been balanced much better than it was, forcing alternative strategies than 'kill stacks', which I never liked.
After a successful attack, even the under-developed Russian 3 strength arty units cause significant damage to unprotected or under entrenched troops.

< Message edited by kcole4080 -- 10/19/2007 4:41:28 AM >

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RE: Artillery in 1.5 - 10/19/2007 5:54:50 AM   
SMK-at-work

 

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There's a work on casualties and attrition rates at http://history.amedd.army.mil/booksdocs/wwi/casualties/love2.htm that may be interesting - it uses US rates - towards the bottom of the article is table 13, which gives a simple monthly count of basic casualties divided into 3 - disease/non-combat, gas, and gunshot (presumably incl artillery).

Teh total % casualties increases from about 1.5% to about 3.5% when in combat from July.

However this is only part of the story.....most injuries were not debilitating - ie only a small % of actual injuries were killed or had to be sent to teh rear for prolonged treatment.  However eth % for non-combat and gas was much, much smaller than for gunshot - only 3% of non-combat and 6% of gas injuries had to be removed to the "zone of het interior" for treatment, but 20% of gunshot injuries had to be.

the fatality rate from non-battle injuries was 3.7% for US forces, for gas was only 1.73% of cases actually sent to hospital, and for gunshot wounds 8.12% - however the non-battle disease figures included deaths from the influenza epidemic, and without that the rate was estimated to be 1.44%.

What this shows is that "wastage" of US forces in 1918 was extremely low in terms of permanent casualties - less than 1 GOA strength point for the whole of the US forces for the 1st 6 months of 1918 in total (ie <2000 men permanently withdrawn from combat in the entire 6 months).

Once they got into combat it changed considerably of course - many more gunshot casualties were recorded, and a far higher % of those casualties were killed than those who were gassed or suffered disease or non-battle injury.


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RE: Artillery in 1.5 - 10/19/2007 6:12:49 AM   
Joel Rauber

 

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KCole's post seems to imply that artillery can be used to attrit the enemy.

This is a difficult discussion as I don't have enough experience with the game (and I think no one here does as of yet; but I could be wrong on this point) to decide if what EUBanana is worried about is endemic to the current rules (I'm guessing not, but I'm still willing to listen to the discussion) or if EUBanana just hasn't played the game correctly to obtain the results he is looking for??

An interesting side discussion is whether or not the western front is too fluid. I don't know. Certainly V1.2 beta 5 makes it significantly less fluid than prior versions. It feels fairly correct to me; realizing that in real life the opposing side "played the rules" in a fashion that resulted in static warfare for much of the time.

But was this necessary" Or could they have "played the rules" in way that would've resulted in a more fluid western front. It might be "dumb" to play the rules in this fashion; but if possible in real life, the game should allow it; and perhaps all we are seeing is this effect.

My suspicion is that with the current rules either side can make the west be rather static if they desire to play expend their resources in that fashion. (disclaimer: I freely admit that my experience level may render this suspicion inaccurate.)

< Message edited by Joel Rauber -- 10/19/2007 6:16:59 AM >


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RE: Artillery in 1.5 - 10/19/2007 5:13:24 PM   
esteban


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quote:

ORIGINAL: EUBanana

Sorry, with everything you say I just disagree more, to the point that I think you're blind to my argument.  Lets try it point by point.

a) I'm not trying to be aggressive, I'm trying to blood him.  As far as I'm concerned the reality mongers and artillery haters have gone way too far with their quotations about artillery tables and such and gone and ruined it all, which is actually what I predicted a little while back.

b) I don't think the emphasis on assaulting is at all realistic.  but nevertheless you arguing that its the 'wrong war' to expect general casualties, possibly heavy casualties, across a frontline by the standards of the day "quiet", is so completely wrong I find it very hard not to be more derisive than I am.  Maybe you should tell the ghosts of the guys at Hellfire Corner that there was no effective way to wear them down other than assaulting?  Really, this is ridiculous.  Its a shame I dont have my books to hand on what the monthly wastage on the Western Front was but over the course of a full year it was akin to any one of the major battles.

Whatever.  If you don't see any point in the above, then I'm clearly not going to convince, but seriously, if this is how its gonna be, I think its going back on the shelf.



I'm not oblivious to your arguments, I just think they are flawed:

1. You want to bleed the CP player, but you don't actually want to fight him? The fact is that arty never did "serious" casualties against troops in fixed positions in WW1. You can say that Verdun was the reverse, but there the casualties were generated because the French had been driven out of their fixed defenses into the open where they had to maneuver and counterattack under arty. That attrition was due to a German offensive into their "hex" that reduced the "trench level". Heavy arty is now what it was in WW1--a way of "somewhat" (and most always less than the commands on both sides hoped) suppressing enemy trench levels and readiness in advance of an assault--not a carpet bombing mission.

2. You want to subject the CP to wastage on the Western front, but you want a wastage mechanism that scales with the number of arty units and barrages you buy. Thats not historical at all and it is not even "wastage" in the sense that you talk about it. Wastage in the WW1 sense comes from local patrolling, trench raids, local arty bombardments that were most likely done with "organic" artillery in most cases, "combat fatigue", and disease and exposure in the trenches. I'm all for modelling that if Frank Hunter hasn't taken the design decision that wastage shouldnt be abstracted out of the game, but I am not for a situation where one side with 20 corps on a front can generate "3X" wastage than the other sides 20 corps because side A decided to build all the arty units that their countermix allowed where side B only built half their arty units.

3. I'm sure that wastage in any given year did generate as many casualties as a major offensive, but considering that from the Allied side there were generally a few major offensives each year, in the scheme of things that shows that wastage was not the major source of reducing enemy strength. If you want to do that, then you have to assault his trenches.

4. I dont consider myself an "arty hater". I just don't want my corps ahistorically losing half their strength in one impulse just from an arty barrage. I think that heavy arty should be what it was in the real war, a useful way to inflict some casualties, reduce readiness and destroy some defenses and defense infrastructre. But its not a war-winning weapon. For me personally the jury is stil out on whether arty is now too weak or not, but I will say its a lot better now than it was in 1.1


(in reply to EUBanana)
Post #: 26
RE: Artillery in 1.5 - 10/19/2007 6:34:12 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline
I think using the US as an example of wastage being irrelevant is deeply flawed, given most of the very brief time they were actually on the line they were involved in assaults, and they were holding a small section of the line - and the situation in 1918 from Spring on was atypical of WW1 anyway.  I think looking at German or British figures will lead to different conclusions.

Anyway, thats a level of detail and historical haggling which I don't think is relevant.  Yes yes, I know all this stuff about artillery and how many casualties it inflicts.  I also know that its a corp level game (one wonders why artillery counters are in it at all in that case, beyond siege artillery maybe.) 

I don't think additional wastage mechanics are necessary, where did I advocate that?  I suppose thats not exactly a surprise when posting on a forum full of grogs who play games like WITP, the urge to add extra mechanics and haggle over historical authenticity and artillery casualty tables.  .  I thought that GoA elegantly handles bleeding the enemy with wastage, raids, and what have you with a single mechanic - barrages.  I /know/ that artillery was not used like that - irrelevant to me.  The bottom line was that it was a good mechanic to sum up all sorts of things and bundle it into an abstraction called a 'barrage', at the end of the day a game mechanic that lets the barrager convert some industry and some R&D into a means to sap some enemies who happen to be adjacent to these non corps level units called 'artillery counters' of their strength in a static warfare fashion.  This actually strikes me as more historical than the emphasis on large scale encirclements over by the standards of the day fantasy scale distances of advance, but thats almost by the by, I'm less interested in the historicity of the individual mechanics than I am in the overall feel of the game and the variety of strategies that are in the players toolbox, waiting to be deployed.

Its a balance issue is all.  I don't think the fact that a whole year of shelling in game inflicted 0 casualties implies that some rebalancing is needed is all that contentious, to be honest.  Or a whole year of my shelling with R&D, air support and weaker trenches that did almost nothing, either. 

I think the quicker entrenching is much better than it was before, and I was actually researching assault troops with Lascar as a result - something I never bothered with before.  Thats a good thing, assault troops and tanks (and even trenches!) being not worth it was something that bugged me before and I opined about that too.  This latest patch is pretty good progress I think, and needs only the slightest of tweaks IMO to take it pretty much to the exact sweet spot of balancing acts. 

As for what I guess the damage a year of shelling with not very good guns against good fortifications should be, I'm not quite sure, but I know it should be better than 0, that much is plain. 

assuming 1 barrage point is the equal of 2 infantry, the break even in attritional terms is clearly 1 barrage point doing 2 damage.  So a four point worth barrage, which is typical for one of my maximum effort bombardments, should do about 8 to be a worthwhile strategy in the long term.  Obviously it should deviate up and down from that depending on the precise situation, like with bad guns versus heavy trenches it should be more like 1-4, say, and with an ideal situation, good guns against troops in the open it should be higher than that, perhaps considerably higher like, say, 16.    But lets say an average of 8.  Everybody I've played in this game (and the AI) tends to keep the guns firing, presumably in the hope its paying its way.  In the latest patch I don't think its even possible for artillery to pay its way, except perhaps in the late war when artillery R&D is real good and troops are advancing and thus unentrenched.  So all these constant barrages are a complete waste of time.  Even the readiness loss isn't very significant, a point here, a point there, a trench level if you are exceedingly lucky, so even in the supporting the attack role its of pretty marginal use.   Of course I can only comment on the bombardments I've been on the receiving end of, but even when entrenched to a fairly low level (like 1, say) I've not seen any bombardments even come near to that break even.

So a tool from the toolbox has been removed.  As the game has thankfully simple mechanics I think thats quite serious (not to say the game lacks depth, but if you took rooks out of chess, another game with simple rules but great depth, then it would seriously reduce the games options), and the lack of ability to wear down the enemy if he keeps a front packed with men, short of assaults,  strikes me as very un-WW1-like.

(An assault, incidentally, is an extremely poor strategy from a purely attritional point of view in terms of industry because you pay 18 arms just to pay for the HQ point to send in the troops, so unless you dish out 18 more damage than you take - unusual, though possibly, I would say - thats not gonna work either, which kinda removes these 'if its a quiet front then attack' argument.  The CPs mid to late war strategy surely has to be attritional, as it was IRL.  As it stands you don't have an attritional option in the toolbox, and this is supposed to be a game about a war infamous for attrition tactics!).


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(in reply to esteban)
Post #: 27
RE: Artillery in 1.5 - 10/19/2007 6:56:52 PM   
hjaco

 

Posts: 872
Joined: 3/23/2007
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Granted i have not been playing that much with 1.2 beta yet, but when wastage is not reproduced at all I would rather have continued shelling having a slightly larger effect on readiness for preparation of a major assault. Similarly barraging as part of an attack should give an offensive bonus to the attack.

Both would contribute to lower attacker losses and conversely higher defender losses and so be an incentive to more offensive play in the west besides giving it a more "realistic" feel using combined arms.

(in reply to EUBanana)
Post #: 28
RE: Artillery in 1.5 - 10/19/2007 7:22:37 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline
Well, the other thing I'm very much aware of is the late game CP strategy.  As it is playing after 1916 seems a waste of time, and thats surely not a good thing either, to be able to predict with certainty whats going to happen because the game lacks a delaying/attritional option for you to take.  Digging in and hoping the TE bleeds to death against your fortifications simply cannot happen without barrages taking a major role, and around mid 1916 and on this is pretty crucial stuff for the CPs in a game where they've not won already.

I get the impression that if people took 16 hits from a heavy barrage here there would be a clamour of dissent, as 16 is waaaay above what the current patch dishes out.  I even get the impression that if they took 8 hits from a heavy barrage there might be some grumping.  Fact is if you see Barrage 12, Hits 8, your opponent has achieved nothing of real lasting import at the grand strategic level (granted, he may well have at the tactical level - prior to an assault, forcing movement to plug weakened sectors, etc, which is why I think this is the sort of ballpark figure needed for 'average' bombardment).  You only have reason to panic, I would say, when you see Barrage 12, Hits 16.  Obviously with an attritional strategy this is the sort of number the bombarder should be shooting for, its the sort of number which, over a long term, will have some sort of impact on the overall course of the war.


Clearly these numbers are a far cry from 45, so I'm hardly advocating it goes back to the way it was, which I presume some people might be thinking i am.


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(in reply to hjaco)
Post #: 29
RE: Artillery in 1.5 - 10/19/2007 7:57:07 PM   
EUBanana


Posts: 4552
Joined: 9/30/2003
From: Little England
Status: offline
Alright, some quick tests.

4 x 3 artillery versus trench 1, packed to the max =
6 hits -> below break even (and 4 readiness, but this is less important to me, I'm looking at an attritional strategy)

And again
5 hits -> almost half break even. No readiness loss either, so you've truly wasted your time and industry here, beyond narrow tactical impact (and concentrating 4 guns in one spot - is it worth it, for such a slight gain?)

And again, with just 1 corp as target, so a poor choice for a barrage
2 hits -> your a fool if you do this, in any situation, very poor move

And again, packed trench, but this time with air support
6 hits -> not even breaking even with aircraft

And again, packed trench, air support
6 hits

One more time with air support
7 hits - almost!



I think these numbers should be around the 8 mark, higher (10?) with lucky rolls.  They are as close to ideal conditions as you can get with massed basic artillery against a massed target, wth R&D not being a factor on  either side as both have the basic kit.  No trench at all will obviously raise it well into the Danger Zone but then, it should, and 'no trench at all' is hard to arrange due to the difficulty of moving artillery counters forward with an advance.  (Those who dont buy trenches deserve everything they get in WW1).


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(in reply to EUBanana)
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