Veers
Posts: 1324
Joined: 6/6/2006 Status: offline
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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?
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