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dense urban needs an upgrade - 12/11/2007 3:51:28 AM   
shermanny

 

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Dense urban terrain in TOAW is better defensive terrain than any other. Even so, it's not good enough. Take some historical examples. Stalingrad, 1942: Russians hold out for months against forces that would have whipped them in the open field in a week. Berlin, 1945: Germans hold out for two weeks against forces that were mopping the floor with them everywhere else. Fallujah: insurgents try their luck against the U.S. Army and marines. The fight takes weeks, when if it had been fought out in the open, it would have taken less than 24 hours. In TOAW scenarios, nothing of the sort is possible when dense urban terrain is represented by clusters of 1, 2, ...7 hexes. Events unfold at a pace more representative of what can happen in combat through forests or marshes.

The very best prepared fortifications, as at Metz or Iwo Jima, could be represented the same way.

Across time and independent of who is fighting, the defensive advantages of dense urban are far greater than the game design allows for.

Fairly simple changes might go a long way toward greater realism. Allow defenders in dense urban to "retreat" without having to give ground. Only when they'd "retreated" some number of times would they finally have to vacate the hex or evaporate if there was nowhere to go. This number could be 1, 2, or for "capital city dense urban", more. Also, greatly reduce the effectiveness of indirect-fire artillery. Divide it by 10, or for capital city dense urban, more. Zero out the direct-fire effectiveness of artillery that requires transport. Allow SP artillery to participate at its usual strength; history records that SP guns firing at point-blank range have been quite effective in urban warfare.

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RE: dense urban needs an upgrade - 12/11/2007 5:18:48 AM   
JAMiAM

 

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Hi,

Thanks for the feedback and welcome to the forums. Since this is not a support issue, I'm moving this to the general TOAW section, where wishlist requests will get the most views.

(in reply to shermanny)
Post #: 2
RE: dense urban needs an upgrade - 12/11/2007 11:29:18 AM   
golden delicious


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quote:

ORIGINAL: Shermanny

Dense urban terrain in TOAW is better defensive terrain than any other. Even so, it's not good enough. Take some historical examples. Stalingrad, 1942: Russians hold out for months against forces that would have whipped them in the open field in a week.


I'd say you're missing some of the other details here. It's not like it's one unit sitting there and holding its ground. The Russians were continuously and heavily reinforcing the city- and the Germans were advancing anyway. This despite the very frontal nature of the German attack. If the Germans had been in the open field, they would have bypassed the city and kept on rolling.

quote:

Berlin, 1945: Germans hold out for two weeks against forces that were mopping the floor with them everywhere else.


The Germans managed to concentrate a big chunk of their surviving forces in the area of Berlin. Compare the Allied capture of places like the Ruhr and Hamburg. These went off without a hitch because the Germans didn't have the strength to hold them.

quote:

Fallujah: insurgents try their luck against the U.S. Army and marines. The fight takes weeks, when if it had been fought out in the open, it would have taken less than 24 hours.


This is because of the obsessive concern Western armies have about losses.

Anyway, you may be right that this needs a review- but I think some moderation is in order. There are other factors.

_____________________________

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"War Studies"
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RE: dense urban needs an upgrade - 12/11/2007 9:22:23 PM   
ColinWright

 

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quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: Shermanny

Dense urban terrain in TOAW is better defensive terrain than any other. Even so, it's not good enough. Take some historical examples. Stalingrad, 1942: Russians hold out for months against forces that would have whipped them in the open field in a week.


I'd say you're missing some of the other details here. It's not like it's one unit sitting there and holding its ground. The Russians were continuously and heavily reinforcing the city- and the Germans were advancing anyway. This despite the very frontal nature of the German attack. If the Germans had been in the open field, they would have bypassed the city and kept on rolling.

quote:

Berlin, 1945: Germans hold out for two weeks against forces that were mopping the floor with them everywhere else.


The Germans managed to concentrate a big chunk of their surviving forces in the area of Berlin. Compare the Allied capture of places like the Ruhr and Hamburg. These went off without a hitch because the Germans didn't have the strength to hold them.

quote:

Fallujah: insurgents try their luck against the U.S. Army and marines. The fight takes weeks, when if it had been fought out in the open, it would have taken less than 24 hours.


This is because of the obsessive concern Western armies have about losses.

Anyway, you may be right that this needs a review- but I think some moderation is in order. There are other factors.


This was kind of my initial take on the situation -- but then I thought about it some more. The examples provided are hardly the end of the story. The Polish 'Home Army' held much of Warsaw for a month plus against often quite powerful German forces -- how long would a band of poorly-equipped irregulars been able to hold a position in open country against such forces? I'd give 'em about three days. Speaking of Poland, how hard is it to take Warsaw in your scenario, and what did the Germans do historically? Maybe there was a reason -- and TOAW doesn't reflect it adequately.

Think about built-up urban terrain. Wherever you go, there's a cellar -- instant bunker. You get driven out of one position, and how far do you need to withdraw to what amounts to the next prepared defensive line? Oh, about a hundred yards on the average. You've got your buildings with convenient loopholes, and the streets give you nicely cleared fields of fire. Could be wider, in an ideal world -- but beats the hell out of what nature usually provides. Usually some water in toilet tanks and the odd cache of canned goods about...you can hold out for a hell of a long time if you're so inclined.

Of course, if dense urban was seriously vicious stuff, then designers would have to stop this nonsense where a hex representing an area that is perhaps only 10% built-up urban area becomes 'dense urban.'

< Message edited by ColinWright -- 12/11/2007 9:28:30 PM >


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RE: dense urban needs an upgrade - 12/11/2007 10:07:30 PM   
ColinWright

 

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Night and fog...

Wherever we are posting now, it's not a place that is visible from the main TOAW page.

We were moved into oblivion.

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(in reply to ColinWright)
Post #: 5
RE: dense urban needs an upgrade - 12/12/2007 1:04:53 AM   
JAMiAM

 

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quote:

ORIGINAL: ColinWright

Night and fog...

Wherever we are posting now, it's not a place that is visible from the main TOAW page.

We were moved into oblivion.


Hi Colin,

Got your email on this, as well, but I see the thread just fine. Try logging out, and then logging back in. It may be some forum peculiarity specific to you and your system. Then again, it might be mine, but since mine is okay...

Let me know what comes of that.



(in reply to ColinWright)
Post #: 6
RE: dense urban needs an upgrade - 12/12/2007 4:10:47 AM   
DeadInThrench

 

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Uh, what might be done here..... increased stacking (well, less stacking penalty) for hexes with major defensive posibilites, like fortifications and dense urban. You could fit as many troops into an open area as in were in the examples there were given for the cities, but there's only so much defensive terrain in an open area, while in dense urban and fortifications, you could pack almost any number of defenders in there and there's still good defensive terrain for everyone.

This would be the simple solution, and may well be the best solution.

DiT

(in reply to ColinWright)
Post #: 7
RE: dense urban needs an upgrade - 12/12/2007 6:09:02 AM   
Veers


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quote:

ORIGINAL: DeadInThrench

Uh, what might be done here..... increased stacking (well, less stacking penalty) for hexes with major defensive posibilites, like fortifications and dense urban. You could fit as many troops into an open area as in were in the examples there were given for the cities, but there's only so much defensive terrain in an open area, while in dense urban and fortifications, you could pack almost any number of defenders in there and there's still good defensive terrain for everyone.

This would be the simple solution, and may well be the best solution.

DiT


Could be. However, the stacking penalty is also used when units are attacking from that hex.

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(in reply to DeadInThrench)
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RE: dense urban needs an upgrade - 12/12/2007 11:13:19 AM   
golden delicious


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quote:

ORIGINAL: ColinWright

Speaking of Poland, how hard is it to take Warsaw in your scenario,


It's doable, but it's time consuming and bloody. So the player is encourage to do just what the Germans settled on: cut it off and wait for the surrender.

quote:

Of course, if dense urban was seriously vicious stuff, then designers would have to stop this nonsense where a hex representing an area that is perhaps only 10% built-up urban area becomes 'dense urban.'


They should- but I'll bet they wouldn't. People like their pretty little dense urban hexes.

Anyway, when it comes to attacking through a city, the attacker benefits from the cover as well; there are numerous approaches to any defensive position and none of them involve being in the open for more than a couple of seconds. The real problem- and this was covered on another thread- is that urban terrain offers considerable protection from bombardment. You can't batter the enemy into submission from afar or above. You have to actually walk up to him and shoot him.

Reduced effectiveness for long-range fire would work to make the stacking penalty less important, without removing it for the attacker.

< Message edited by golden delicious -- 12/12/2007 11:14:32 AM >


_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to ColinWright)
Post #: 9
RE: dense urban needs an upgrade - 12/12/2007 6:41:47 PM   
ColinWright

 

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quote:

ORIGINAL: DeadInThrench

Uh, what might be done here..... increased stacking (well, less stacking penalty) for hexes with major defensive posibilites, like fortifications and dense urban. You could fit as many troops into an open area as in were in the examples there were given for the cities, but there's only so much defensive terrain in an open area, while in dense urban and fortifications, you could pack almost any number of defenders in there and there's still good defensive terrain for everyone.

This would be the simple solution, and may well be the best solution.

DiT


I kind of like this solution. It has the elegance of simplicity -- at least for the player, if not for the programmer.


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(in reply to DeadInThrench)
Post #: 10
RE: dense urban needs an upgrade - 12/12/2007 10:12:48 PM   
DeadInThrench

 

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Hmmm.... I have been helping Eric Nygaard, kinda like a playtester, with an update to Double Eagle - Rising Sun (Russo-Japanese War) and, ironic that this subject has been brought up here seperatly, as this situation exists to a serious degree in DE-RS, when it comes to the siege of Port Arthur.

I played this out once, and am doing it a second time, and I don't see things going anyways like they should.

First, the problem with fortified in dense urban not being what it should be.

Next, the Japanese have this siege artillery, and some of it has range of two and some pretty significant attack factors. But, at least from my last experience with this, bombarding at rage of two, is almost worthless. If you are lucky you will maybe inflict 1% or 2% losses, and with the way the game system is, the Russians will just replace these losses from the replacement pool.

The point here, and this applys to 2 hex ranged naval bombardment as well, is that the penalty for bombarding at range 2, is really severe, maybe a 20% or 25% modifier (my guess) to the point of making these attacks almost worthless.

Might not be too bad except, for every limited losses bombardment, you lose 20% supply, and with the supply situation besieging Port Arthur being what it is, you are lucky to get 10% back each turn. So, that means you get one bombardment attack every two turns and, that is not gonna cut it.

So, what you are obliged to do, is direct infantry attack with as much artillery as you can muster at range 1. If you fail to knock them outta a hex, then time to try the next wave. Ultimately you should be able to wear their readiness and supply down and force them outta there.

Historically, there was a long siege and I don't see this working and nothing Eric can do about it, something where the game systems need tweeking, IMO.

DiT

< Message edited by DeadInThrench -- 12/12/2007 10:13:20 PM >

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RE: dense urban needs an upgrade - 12/12/2007 10:47:36 PM   
Veers


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quote:

ORIGINAL: DeadInThrench

Hmmm.... I have been helping Eric Nygaard, kinda like a playtester, with an update to Double Eagle - Rising Sun (Russo-Japanese War) and, ironic that this subject has been brought up here seperatly, as this situation exists to a serious degree in DE-RS, when it comes to the siege of Port Arthur.

I played this out once, and am doing it a second time, and I don't see things going anyways like they should.

First, the problem with fortified in dense urban not being what it should be.

Next, the Japanese have this siege artillery, and some of it has range of two and some pretty significant attack factors. But, at least from my last experience with this, bombarding at rage of two, is almost worthless. If you are lucky you will maybe inflict 1% or 2% losses, and with the way the game system is, the Russians will just replace these losses from the replacement pool.

The point here, and this applys to 2 hex ranged naval bombardment as well, is that the penalty for bombarding at range 2, is really severe, maybe a 20% or 25% modifier (my guess) to the point of making these attacks almost worthless.

Might not be too bad except, for every limited losses bombardment, you lose 20% supply, and with the supply situation besieging Port Arthur being what it is, you are lucky to get 10% back each turn. So, that means you get one bombardment attack every two turns and, that is not gonna cut it.

So, what you are obliged to do, is direct infantry attack with as much artillery as you can muster at range 1. If you fail to knock them outta a hex, then time to try the next wave. Ultimately you should be able to wear their readiness and supply down and force them outta there.

Historically, there was a long siege and I don't see this working and nothing Eric can do about it, something where the game systems need tweeking, IMO.

DiT

Are you sure that these seige artillery units don't have, for example, 100 range 1 Mortars, and 12 range two howitzers?

_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to DeadInThrench)
Post #: 12
RE: dense urban needs an upgrade - 12/13/2007 3:45:18 AM   
sstevens06


Posts: 276
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From: USA
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quote:

ORIGINAL: Shermanny

Dense urban terrain in TOAW is better defensive terrain than any other. Even so, it's not good enough. Take some historical examples. Stalingrad, 1942: Russians hold out for months against forces that would have whipped them in the open field in a week. Berlin, 1945: Germans hold out for two weeks against forces that were mopping the floor with them everywhere else. Fallujah: insurgents try their luck against the U.S. Army and marines. The fight takes weeks, when if it had been fought out in the open, it would have taken less than 24 hours. In TOAW scenarios, nothing of the sort is possible when dense urban terrain is represented by clusters of 1, 2, ...7 hexes. Events unfold at a pace more representative of what can happen in combat through forests or marshes.

The very best prepared fortifications, as at Metz or Iwo Jima, could be represented the same way.

Across time and independent of who is fighting, the defensive advantages of dense urban are far greater than the game design allows for.

Fairly simple changes might go a long way toward greater realism. Allow defenders in dense urban to "retreat" without having to give ground. Only when they'd "retreated" some number of times would they finally have to vacate the hex or evaporate if there was nowhere to go. This number could be 1, 2, or for "capital city dense urban", more. Also, greatly reduce the effectiveness of indirect-fire artillery. Divide it by 10, or for capital city dense urban, more. Zero out the direct-fire effectiveness of artillery that requires transport. Allow SP artillery to participate at its usual strength; history records that SP guns firing at point-blank range have been quite effective in urban warfare.



I agree with many of your points. I find it difficult to recreate historical or expected urban combat results in TOAW. Case in point: in my Berlin Crisis 1961 scenario the NATO units defending West Berlin (4 brigades) rarely hold out longer than one week against assaults by 2-4 Warsaw Pact divisions. I have trouble with this result...I would have expected them to be able to hold out longer given how heavily fortified West (and East) Berlin were during that period of the Cold War.

(in reply to shermanny)
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RE: dense urban needs an upgrade - 12/13/2007 5:35:54 AM   
DeadInThrench

 

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Naa.... all the artillery in each of the three army level siege artillery units is the same. In other words, 6", 11" and 15". The attack values are 2, 4 and 8 (all having a range of 2) and in this scenario that is pretty high, with no land units going above 8 and the best any ship has, is 2.

Nonetheless, did almost negligible damage when I bombarded at a range of 2 the last time I got to Port Arthur, and as I mentioned, the supply situation, will only allow like one bombardment every other turn. THAT, is not gonna make it re forcing the Russians out.

I am playing the scenario again, with some modifications that Eric and I discussed, and should get to Port Arthur against Elmer soon, and will try it again.

DiT

P.S. There is also a unit with 4.7" siege artillery, but this just makes for a range of 1. So, not much different here than regular artillery.

P.S.2. The Japanese got some more siege artillery, this in their 4th army, one of em with a range of 3. But, this time I send them towards Vladivostock but ended up using them in range 1 attacks. Now, their supply is under 20% and they are sitting there in non-snow, non-mountainous terrain with supply unit and HQ adjacent, and recovering maybe 9% per turn, are gonna continue to sit there for like 9 more turns. I would bet Vladivostock will have fallen by the time they are ready to go :-(

(in reply to Veers)
Post #: 14
RE: dense urban needs an upgrade - 12/13/2007 10:27:18 AM   
golden delicious


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quote:

ORIGINAL: DeadInThrench

Nonetheless, did almost negligible damage when I bombarded at a range of 2 the last time I got to Port Arthur,


See the Somme. A massive preliminary bombardment with only very limited impact on the strength of the defender.

Two things you can do;
a) pure bombardment as you have been doing in order to reduce entrenchment levels. Heavy artillery is great for this. Once the defenders are on "mobile" status, they should be easier to reduce.
b) bombardment supported by ground attack on minimise losses. The defender should take more damage from this.

quote:

the supply situation, will only allow like one bombardment every other turn


Nonsense. Just keep blazing away. TOAW artillery never runs out of shells.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to DeadInThrench)
Post #: 15
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