Posts: 184
Joined: 2/23/2017 From: Beijing, China Status: offline
quote:
ORIGINAL: Stelteck
What frighten me is that everyone seems to think that : having to do 50 manualy planned raids per turn plus ton of air rotation to allow that, is a good thing
Oh no definitely not everyone because I'm with you Stelteck
I do see a whole bunch of bomb icons in many of my games against Soviet when I opened the turn and I never was able to do the same. Such extensive bombings may explain why the German casualties were a bit higher (about 30% in total?) than expected. But I still doubt its necessity if not efficacy. Or maybe it's just an excuse for being lazy.
Great to see the new update to the AAR. @Stelteck: The Rifle Corps are suffering a lot TOE wise aren't they? Wouldn't it be better to disband other units that you don't need to fill those TOEs up?
Its not a great thing to do every turn, but its the only way to wear down the German infantry so you can get a breakthrough some year lol
I have always found the bombing of German units with my tactical/dive bombers a very pleasurable and satisfying task. The perfect thing to do when you enjoy killing Axis Pixeltruppen without too much thinking. That even includes taking administrative care of the air groups , as you can witness them growing them from their infancy to a formidable force.
Of course I am also a member of the U2VS fan club.
< Message edited by EwaldvonKleist -- 9/6/2018 9:33:46 PM >
The production : I need more medium tanks. It is impossible to use all the BM Rocket Launcher you get. I have enough yet to equip 100 more dedicated support units regiments but it would have cost me 15000 trucks. They take quite low looses in battle. No idea if they are usefull. (I would say not really as they have low CV and the shooting phase is less important).
Having too much Armement points is useless.
< Message edited by Stelteck -- 9/6/2018 9:48:59 PM >
Posts: 898
Joined: 10/7/2016 From: England Status: offline
Well disruption is a brilliant way to inflict extra losses so can be a great way to increase the differencials and start to drain manpower more effectively making the steamroll come sooner
Rockets are unparalled in disuprtion under the right circumstance and have a high anti soft rating so attacking lower fort levels, correct terrain type & attacking lighter elements can have some very nice effects on increased losses They do have low range so aren't best on the defensive, their penetraion is 0 so they bad when put up against forts, their anti armour is only 25 so not great against the heavy stuff (What is though lol?) & their truck cost is high so they definitely have disadvantages but there AOE is good and they have a lot of guns that fire so if you hold the initiative and are the one making the decisions I find they are a great weapon to have
Mix them with two ground bombing missions before an attack in an unstatic front (Translates into average lower fort levels) and the Axis will find it hard to keep themselves from degrading that precious manpower
If you aren't in the driving seat quite nicely though I find they are not as averagely powerful a weapon as you will have less options to get the best out of them. In that case I would prefer to put my resources elsewhere
< Message edited by SparkleyTits -- 9/7/2018 9:08:04 AM >
Your analysis is sound but based on the analysis of the data of the units. It is 100% theoretical. I do not think we really know practically how these parameters are used in the code.
We especially do not know at all how many german will be disrupted/damaged/killed by this support unit in an average battle. How many combat value the enemy unit will be reduced by this support units ? It is what i mean when i said we do not know if the unit is efficient. There is no feedback about it. We have no idea if the price is justified.
(Especially as the unit compete against buying on map brigades, divisions and corps. ).
Posts: 898
Joined: 10/7/2016 From: England Status: offline
Well if you want actual performance data you can watch battles reports on higher numbers to get an idea on how each element performs independantly
Cross reference that with a units stats (If you see one of your units kill, disable multiple units then it is ROF or AOE etc) and you can get a rough idea You do have to watch quite a few battles that take ages though and I know that is perhaps not your cup of tea! Another option is just through mass repetition of natural play and testing as you go along
The super massive amount of extra armaments points is due to the reduced soviet manpower replacements as well as the limits that were put in place on artillery building.
Also keep in mind this game is in mid 1945 now....so past the normal end of the war.
Stef got far more land/manpower centers than historical so this also plays a factor...you can see Stelteck is short manpower. The Soviets if they lose to much manpower in effect cannot win the game in its current form...or really for the past 3-4 major patches. The game has really become about encircling a lot of soviets in 1941 because they have to fight for some locations...then taking those locations which smashes the Soviets ability to recruit manpower for the long game and gives the Germans extra manpower from Hiwis. Its creates a huge power swing in favor of the Germans that against well matched players the Soviets cannot recover from.
With well matched players now seeing the lose of both Leningrad and Moscow in 1941 the effect is the soviet player is losing entire fronts of men over the long game they no longer have access to. Not to mention that but in the way back machine when the soviets got reduced replacements in .07 if I remember right whats left of the soviet union doesn't provide enough manpower to recover. An as I mentioned it also provides more replacements via Hiwis for the Germans meaning the soviets also have a much harder time reducing the German army to take anything back.
As many have noted over the years some things in this game cause snowballs a player cannot recover from. Its why I gave up vs Beender on T17....did I still have an army- kinda but the lack of manpower would have made a come back impossible....as the manpower generation of the soviet army is extremely weak if you lose more than historical ground. Which is almost sure to happen against a German player with a good knowledge of the game.
The super massive amount of extra armaments points is due to the reduced soviet manpower replacements as well as the limits that were put in place on artillery building.
Also keep in mind this game is in mid 1945 now....so past the normal end of the war.
Stef got far more land/manpower centers than historical so this also plays a factor...you can see Stelteck is short manpower. The Soviets if they lose to much manpower in effect cannot win the game in its current form...or really for the past 3-4 major patches. The game has really become about encircling a lot of soviets in 1941 because they have to fight for some locations...then taking those locations which smashes the Soviets ability to recruit manpower for the long game and gives the Germans extra manpower from Hiwis. Its creates a huge power swing in favor of the Germans that against well matched players the Soviets cannot recover from.
With well matched players now seeing the lose of both Leningrad and Moscow in 1941 the effect is the soviet player is losing entire fronts of men over the long game they no longer have access to. Not to mention that but in the way back machine when the soviets got reduced replacements in .07 if I remember right whats left of the soviet union doesn't provide enough manpower to recover. An as I mentioned it also provides more replacements via Hiwis for the Germans meaning the soviets also have a much harder time reducing the German army to take anything back.
As many have noted over the years some things in this game cause snowballs a player cannot recover from. Its why I gave up vs Beender on T17....did I still have an army- kinda but the lack of manpower would have made a come back impossible....as the manpower generation of the soviet army is extremely weak if you lose more than historical ground. Which is almost sure to happen against a German player with a good knowledge of the game.
Here I will disagree with Chaos that the Soviets don't get enough manpower in the narrow sense that in this game an army of 8 million plus is hardly small. No, in my view the issue can be seen in this example.
I could use a number of 4-letter words to describe what this represents, but as they say- a picture is worth a thousand words. Unless this conflict solely involved foam pellet guns, somebody needed to die here on the German side. If the combat engine regularly generates these no/low loss fantasy results, the Soviet players in a battle of equals are going to struggle as the game exists today. The caps put in place do what they were designed to do, in keeping the Red Army a manageable size, but the Axis really don't have similar constraints. I could argue that any number of these 1942 German replacement units might never have been sent to the east, had not the heavy casualties necessitated the moves after the winter of 1941-42.
Here I will disagree with Chaos that the Soviets don't get enough manpower in the narrow sense that in this game an army of 8 million plus is hardly small. No, in my view the issue can be seen in this example.
I could use a number of 4-letter words to describe what this represents, but as they say- a picture is worth a thousand words. Unless this conflict solely involved foam pellet guns, somebody needed to die here on the German side. If the combat engine regularly generates these no/low loss fantasy results, the Soviet players in a battle of equals are going to struggle as the game exists today. The caps put in place do what they were designed to do, in keeping the Red Army a manageable size, but the Axis really don't have similar constraints. I could argue that any number of these 1942 German replacement units might never have been sent to the east, had not the heavy casualties necessitated the moves after the winter of 1941-42.
Perfect example of German PAnzers as Supermen. This really has to be fixed and M60 brings up an excellent point. I have been alone in the dark shouting for so long this that it hurts.