ncc1701e
Posts: 7380
Joined: 10/29/2013 From: Utopia Planitia Fleet Yards Status: offline
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quote:
ORIGINAL: jzardos quote:
ORIGINAL: fuzzypup So say you are defending Leningrad. What can you do as the defender. #1 put a unit with a tank destroyer specialty in the city. #2 entrench it to the maximum. #3 place a HQ with a high tenacity near it which lowers the chance of surrender. #4 place air superiority groups near by Air power is important in WarPlan in reducing the effectiveness and movement of units a lot more than doing physical damage. Which matches the reality of the situation in WW2 air interdiction missions. You would need on the order of 20 good air units to have a chance to actually cripple the health of a land unit in a clear terrain. The game mechanics allow for creativity. So take this example. Say your army in Leningrad gets reduced in effectiveness to 40%. You can split the army into two small armies. Move one away. Merge the group with a fresh small army without losing entrenchment. For other Western countries it would be detaching and replacing divisions. WTF "You would need on the order of 20 good air units to have a chance to actually cripple the health of a land unit in a clear terrain." Ok this statement completely flies in the face of the realities of the effects of air power on the eastern front. Yes, air power was not available in the same concentrations as in the Germany's western campaigns, but on many occasions when the Germans were able to concentrate their air power in 41 - 42 (less in 43 --> Kursk) it was decisive. You might want to read up on some recent books about combat on the eastern front, you will understand how important air power was and how much it hurt the Ostheer with the decline of the Luftwaffe and the resurgence of the Red Air Force. I've read over 150 books on this conflict and from the lower ranks on up, it's always air power that was feared and could be very devastating when concentrated. If this is an example of how the game engine tries to emulate combat in WW2, I'm out. Also, as a developer, I'm not sure why having the ability to stack multiple land units in a hex is so complicated and so undervalued a feature. SSI was designing combat games with this feature in 1980's. You should serious consider adding that feature to your combat engine, if you expect it to last the test of time plus sales. On the other hand, I am always disappointed when I see, in a game, that a corps (yes a corps) can be removed from the map by the single action of air power. Air power is important but you do not gain terrain just by its action.
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Chancellor Gorkon to Captain James T. Kirk: You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
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