Capitaine
Posts: 1043
Joined: 1/15/2002 Status: offline
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quote:
ORIGINAL: HMSWarspite That is illogical. Much has changed in WitE2. The game is of the eastern front for 4 years. No one throws punches of less than a corps and yet we have got into this one issue. My view is that it would not be justified in an otherwise perfect game for a brigade to exert significant influence on a unit passing up to 10 miles away under all circumstances. But neither would it be justified for it to never do so. In addition, the attacker has a huge advantage in knowing exactly where it is (to the hex), and if no ZOC this gives even more information as to where it isn't. There is also the Issue that in a simple rule you introduce another issue in that a stack of 3 brigades would t have ZoC, but combine them and they do (you cant combine brigades that don't match before someone says just combine them, so the confused defence is penalised very hard). No one has yet suggested a mechanism that seems sensible, capable of implementation and that doesnt introduce more issues. I think we have got to remember this is a game with certain simplifying assumptions. People are latching on to one issue based on real life perceptions of it, without any regard for the overall game. For instance, is it realistic that even the best prepared army in defence has to make do with one or more predesignated units riding to the rescue of an attacked stack, and once the attacker is into open terrain they just have to watch for the rest of the week? Is it realistic that there is no restriction on a unit that has moved most of its movement points already combining with one that hasn't moved, to attack a hex. The second can then hop into its time machine and exploit, in effect using time that was only available before it attacked? Mechanics are needed to mitigate these effects, which since they are not real, will struggle to be real also. We must get this back to the effect on the game. I still have not seen why attacking the brigade head on with the first unit to allow follow up units to exploit is not a valid tactic. And if you don't like the very idea of a diffuse brigade detfence, presumably a patch of 30% TOE divisions is just as bad? The irony is, that with WITW supply rules, German offensive units may struggle for MP more often, and the use of small units to bleed than of what's left may become more significant. In which case I will change my cost benefit analysis... It may be essential to remove small unit ZoC, even with some smaller consequential negatives. I think the Devs will be on the lookout for this issue now and we probably need to wait and see. Roll on first beta AAR I say! As a casual player, I'm just going to reiterate my objection to the brigade "ants" and their zocs simply on the basis of scale: WitE should remain a division scale game, and one player (or the AI) turning it into a bde-level fest makes the game very unpleasant. Way too thick defensive lines and, as argued, unrealistic zoc effects of these ants. On the other side of the coin, playing largely with bdes makes the Soviet side confused and tedious. Make the game playable at the division scale for both sides and dissuade the players from breaking down divisions except in the most dire cases.
< Message edited by Capitaine -- 6/21/2016 10:06:06 PM >
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