final_drive
Posts: 285
Joined: 9/11/2005 From: Belgium Status: offline
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quote:
ORIGINAL: squadleader_id Ahh...so I guess that explains the VG squads design and abundance of VG StG44 in VetBoB The 'problem' (if we care to use that heavy word in the context of what remains a very fine game) of the requisition screen in CC5, and now in CC:WaR, is the freedom it allows the player in composing his 15-unit battlegroup prior to battle. At least it is an issue if you care for drawing up teams (squads) as historically accurately possible within the game engine's limits, while also caring about having an accurate unit structure one or two levels up in the chain of command: platoon and company. CC4 did not allow any freedom in requisition, which wasn't liked by players: - in stock (unmodded) campaign games it didn't bring enough variation for the player, having to play with the same mix of 15 units per battlegroup time and again. - it made games predictable as the player could not surprise his opponent by a tactical choice of unit types, fit for the given tactical situation or terrain. Yet, a fixed battlegroup screen was liked by a minority of players, because to them it appeared realistic to fight with the units you get, just like a company commander fights with his units and whatever he gets in support from higher command echelons (this of course, again within the game's UI limit of having only 15 units per battlegroup). Modding in for example the typical doctrinal fixed tactical structure of a Volksgrenadier-platoon was possible with CC4. CC5 in a reaction to complaints brought freedom in requisition, but this had the disadvantage that any combination in the battlegroup lay-out became possible, as far as allowed by the units in the forcepool: e.g. as many mortar teams, tanks, etc. as the forcepool contained. Especially in single battles this could make for unbalanced battles. Now CC:WaR at campaign set-up allows the choice between CC5-type open requisition, or CC4-type fixed battlegroups, which is a nice feature. The showing of the requisition points further assists in balancing single battles, though it still remains a matter of agreement between players. In reality, squads operate(d) within platoon TO/E structures, together with dedicated platoon (or company) support weapons. Full freedom in CC's requisition screen, allows a player to disregard this historical aspect. So the effort made by developers / modders in e.g. having Pz.Gren. teams of four/five men, each with their le.MG, which are clearly meant to represent doctrinal fire teams (Halbgruppen - 6 making for one full-strength platoon), is lost, if the player is not somehow forced to go with the platoon structure and is able to adapt his battegroup to his likenings. Likewise, the effort of having the correct number of .30cal MMGs available in the forcepool when compared to the number of rifle squads in that forcepool, is lost, if a player before battle can fill up his complete active roster with up to 15 .30cals. These are just two examples of the consequences of this 'requisition freedom'. Anyway, a way too long post to explain what many long-time players know, but don't really care for as the game's still fun enough. Still, I have no idea if technically possible, but it would be great if a mixed locked / unlocked requisition screen could be considered for a future patch: imagine having the composition of two first platoons 'locked' (mainly infantry platoon structure) and leaving the lay-out of the third (support) platoon to the choice of the player: enough historical "you fight-with-what-you-get", in combination with some freedom in selecting support units / weapons / armour to keep variation and tactical surprise.
< Message edited by final_drive -- 11/18/2008 11:47:50 PM >
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