TheWombat_matrixforum
Posts: 469
Joined: 8/2/2003 Status: offline
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quote:
ORIGINAL: pzgndr quote:
ORIGINAL: TheWombat Yes, the game accurately reflects the fact that in general NATO short-range air defenses, against CAS and helo aircraft, was abysmal in this timeframe, and the Pact fielded a LOT of choppers. They're not excessive, though it sure feels bad to have a formation of Hinds swarm over you, but other than the already being addressed bug with with AAA and SAMs sometimes failing to engage, the overall representation is fine. I question two points about the game model. First, NATO air defenses consisted of more than ADA units portrayed at the platoon level; there were Redeye/Stinger teams forward deployed with maneuver units so some inherent ADA capability could be added to company HQs or something. Also, maneuver units themselves could return fire with tank main gun rounds, 25/30mm rounds or .50 cal, so this aspect of short-range air defense could be enhanced. Which brings up the second point, Soviet doctrine would not have swarms of Hinds leading an attack into enemy territory to take on vehicles under cover. I saw this in the "Head On" scenario and was greatly surprised to watch several platoons get wiped out, under cover. Helicopter attacks versus vehicles in the open from standoff range is one thing; point blank assaults against units under cover that have not even been identified by ground recon is something else entirely. Soviet aviation would not have been so audacious as to be borderline suicidal, especially considering the first point above where stationary NATO ground units would probably fry those birds. Again, overall the game does pretty well. I'm not questioning some devastating helicopter attacks against vehicles moving in the open. But some other things could use a little reconsideration. Most of your kills of Soviet helos will be from non-AA assets; those are modeled pretty well, though I don't know about MANPADS. They're in the game, but I haven't tracked how effective they are. Whether that needs to be tweaked or not is a legitimate question. The doctrinal issue in terms of how helos are employed is another thing entirely. I'd agree that overall the game does have a weakness in implementing doctrine when the AI does stuff. Other posters have noted that they don't see textbook Pact attacks, for instance, and it is certainly a bit wonky when helos root around in the forest. But, the hexes are 500 meters, so what seems really up close is probably not so close, so that might be part of it. Also, the scenario designer has consciously modeled engagements where things are not going as planned for either side, so perhaps that's part of the doctrinal mix. But I'd love to see more attention to this issue, for sure. In the end though there's nothing, to me, about how the game models helicopters that makes the game unplayable, or even significantly impacts my enjoyment of it. Helos can be useful, but I've rarely had them be decisive. They may act weird sometimes, but so do ground units. It's the nature of a game like this; stuff is gonna happen that is odd.
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