heliodorus04
Posts: 1647
Joined: 11/1/2008 From: Nashville TN Status: offline
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quote:
ORIGINAL: The SNAFU Forgive me fellows as I am a bit off topic here but I thought the question was close enough to what you're discussing to ask it rather than open a new thread. As the Germans I have a few big siege guns such as Karl. The unit is now in a Corps HQ on the Lenningrad front. How do I assign it to a combat unit or otherwise, how do I use it? Artillery can only be assigned at the Corps level (Army for Soviet). It can't be directly assigned to divisions. This is unique to artillery (all types, both player's sides). Put it in Corps HQs, and there is a chance (as discussed in the manual) that the artillery SU will support any (and each) attack conducted by that corps units within range of that corps (but see the rules so you understand the dynamics). Back to the subject: Yes, by all means, let's take a look at the data (and 'data' is a plural noun, everyone! Data ARE. Datum IS... I digress uselessly...). My suspicion is that we're going to find a whole new world that needs balancing in how much things cost. Does anyone wonder whether fortifications would have been the problem they were in 1.04 if it weren't for the fact that every Soviet army is going to have at least 2 RR construction battalions as soon as the Soviet has AP? I'm not complaining, per se, but noting how that dynamic impacts other design decisions. I have a chief long-term concern (and I'm not hearing others talk about it) that the Soviet "build what you want" capability is the ultimate exploitable feature in the game for the Soviet. For example, building RR construction battalions over regular construction battalions is in and of itself gaming the Soviet ability to tailor its OOB to use only the optimal choices of brigade/division/corps/SUs. In the long run, I don't have any idea whether it will be a real problem, but seeing how the leverage works with the ongoing trend of building RR Construction, Sappers, (combat engineers ought to take a long time to train and deploy, whereas now they're basically 'add-water and mix' and they're ready to go in a week) and a great example is mortars: until someone figured out they fire a lot in combat, and are cheap to build on armaments, no one thought much of them; now the rule of thumb is to build them because the cost/benefit ratio is so great compared to any other artillery type.
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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader, Reading: Masters of the Air (GREAT BOOK!) Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game Painting: WHFB Lizardmen leaders
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