neuromancer
Posts: 627
Joined: 5/30/2002 From: Canada Status: offline
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quote:
ORIGINAL: 821Bobo So you basically can't build line of level 3 forts running from Leningrad down to Azov because you would need to build fort in every hex. Sure, units in contact with enough time given can dig to level 3 but once you achieve breakthrough enemy won't have time to dig in. Excellent, that is very good to hear. That really made going from '41 into '42 almost impossible in the previous game. quote:
ORIGINAL: Joel Billings As for #1, the basic mechanism is still in play. You must isolate a unit to keep it from being able to rout move away. In order to isolate it you must encircle it and keep it encircled until your next turn. Each turn is 1 week, so the only way to trap units is to surround them and keep them surrounded until your next turn. If you attack them on the turn they are first surrounded, it assumes that the lines are still fluid and they could get away. This allows us to simulate the closed and sealed pockets versus those that were not secure and allowed units to get away. Okay, that's reasonable, although I hope they take a lot of casualties in the process. I also hope they don't teleport further than they could have moved as well, being able to ignore a zone of control - or maybe 'pass through' an enemy unit - for a one or even two hex retreat is reasonable in the circumstances you describe, but it shouldn't be cheap. I would think it would be tied to current supply levels as well. A unit low on ammo and fuel is less likely to get far than one in still fighting condition and conducting a breakout in the course of their retreat. I actually read about Manstein (think it was him, 4th Panzer Group) getting cut off in the north in 1941, but he still had ammo and fuel so simply fought his way back through the Soviet lines and rejoined the rest of the group. The blocking force probably wasn't that strong though. quote:
ORIGINAL: loki100 2 - worth remembering that in #2 being pushed back and having low morale/exp/TOE leads to heavy losses - so there are a lot more ways for the Axis to generate mobile warfare in 1942 - and for the Soviets 1944 + I've not seen anything like your description in the test games. Yes breaking a well fortified line can be a bit of an effort (it should be) but its fairly easy to generate the situation for mobile warfare due to the game mechanics Good, good, sounds like this was fixed in the new game. The first point about encirclement was more a pet peeve than anything, I just felt it could have been handled a lot better. Sounds like it still could use improvement, but I think I did learn to live with it. I suspect it was more a 'design for effect' thing than design for realism (i.e. making the player tie up forces to reduce those pocketed forces than being able to quickly make them surrender and move on, which - as I said - didn't actually happen that much). The second point about East Front Trench Warfare, that was more of a deal breaker. But it really sounds that they fixed it, and with simply limiting the ability to entrench in the course of the game so that the Soviet conscripts with inadequate supplies aren't somehow assembling the Maginot line in the middle of the steppes! Glad to hear it, thanks for the replies.
< Message edited by neuromancer -- 3/27/2021 6:10:31 AM >
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