MechFO
Posts: 669
Joined: 6/1/2007 Status: offline
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quote:
ORIGINAL: HMSWarspite quote:
ORIGINAL: MechFO A foot mobile brigades/regiments sphere of influence is maybe 7-8 km across at maximum, at least if it wants to maintain ANY defensive capability (which unit commanders normally want to do). It has neither the mobility nor the means to reach out any further. Neither does it have the ability to push much more than a company or 2 forward into the surrounding 600km2 (or 300km2 if taking into account only most likely axis of advance), and if they are pushed forward vs. an enemy with superior mobility they are at risk if being lost or bypassed. Those companies spheres are maybe 1km2, max. In combat order that brigade/regiment will advance maybe 2-3 km/hour (being generous), ample time for any reaction, especially by a mechanized force, and very vulnerable to counter attack or artillery. Them being able to influence movement so far away does not make sense. The unit setup that michael shows above does not make sense in any kind of real world situation, yet makes perfect sense in WITE, which should indicate that something fundamental is wrong with the ZOC mechanic. ZOC mobility costs can f.e. be because of: - use of alternative roads - necessity of screening + having reserves or extra tasking of reserve function to transiting units - increased readiness or combat order instead of march order etc. However all of the above will be made due to threat assessment, and a foot mobile company stranded somewhere is not going to send anybody into big bursts of activity. I broadly agree with your RL points. However, how in the game do you model a defense that is purely to delay and inhibit? In game, the weakest line that could be set up (under the no brigade ZOC system) would be continuous brigade lines, that is about 50% of the front covered by proper defensive positions (from your numbers). What if I want platoons or smaller, scattered around not mutually supporting, whose job it is to snipe one or two men, or hit a vehicle with the sole aim of causing 30 mins delay, or an hour, over and over again? In your analysis there is no difference between advancing into terrain where there is not a single enemy combatant for tens of miles, and one with low concentrations of trip wire, or stay behind defenses. Delay mechanism would be best represented by retreat losses being scaled by relative mobility, modified by Xp. A successful Delay, which means low losses for a maximum of enemy losses and time spent is very hard to pull off. And there are always losses in a delay because if you are shooting at him he's shooting at you. Regarding the bolded bit, you don't, because it's a very bad idea. Remember we are talking foot mobile units here, and also it is WWII, so limited radio. That stuff is hard to pull off unless you have a significant mobility/recon and C3 advantage. If you want to bring down effective fire you are well into his engagement envelope as well. So you have to break contact. Great, you've surveyed a retreat routes and actually found one that provides cover vs the EXPECTED axis of advance. Except, you don't know if it's still that way when you actually try to retreat. If (big IF) you successfully break contact, who says the unit you engaged is actually the most forward element? So you need very good intel on what's happening in your battlespace. Then, it's inevitable that many of your units are liable to be outflanked, because you want max coverage, so you spread them out. This means you have to have the units fall back in time, which again predicates you and they know where everyone is, at all times. I can't stress enough how hard this is to do properly, even today, unless you hold the above mentioned Also, how many platoons are you willing to throw away like that? A battalion has only 9-12 platoons, and each platoon can only cover a very very small area. That stuff did happen, but this was unplanned, small roving bands trying to break out of encirclement, stragglers etc. But while they caused losses, they didn't stop or significantly delay anything. quote:
ORIGINAL: HMSWarspite Yes, no more than say 1/6 of the frontage is covered to a depth of maybe a few miles per brigade. A RL brigade defense could be in box/hedgehog type things, widely spaced (which the zoc rules you propose would force), or my tripwire/delay set up. In Russia frontages got very extreme... Forcing the Attacking division to stop and deploy a company for a formal attack (however hasty) would be a major success for each trip wire position. As mentioned, I don't have a problem with allowing brigades to breakdown. This would solve your issue.
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