Ron Saueracker
Posts: 12121
Joined: 1/28/2002 From: Ottawa, Canada OR Zakynthos Island, Greece Status: offline
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quote:
ORIGINAL: 2ndACR To increase the bombardment effect for LCU's, just have 2-3 units in a hex and have one deliberate attack and the other 2 bombard. Take China for example against Ron, we are battling for Sian at the moment. He has 20 units there as the Chinese and I have 8 divisions, 5 brigades, 3 engineer regiments and 6 artillery units. When all units are set to bombard, I only kill 50-100 men. Take 1 division and deliberate attack with it and all others bombard and I take 500 losses to his 1900+ every attack. And I drop a fort level 80% of the time if I also include a engineer regiment. With all those units there, I can rotate attacks every turn and pound him to dust very slowly. Soon I will all out attack and take that sucker away from him. Unfortunately, this enters into the exploit category I think. Why would this be the case with a division attacking or not? The land combat just can't handle large numbers and players frigging around with one engineer unit attacking, suffering minimal losses and getting a fort reduction etc is ridiculous. The defender seems to be getting the shaft here, where is the defender bonus? Game is trying to have tactical elements when even the strategic nature of game by necessity due to the scale fails miserably. Other annoying elements of bombardments are the non simultaneous nature of LCU bombardment and the inexplicable ability of deliberate and shock attacks coming before bombardments because of leadership/experience/initiative. Non simultaneous bombardments result in the side firing second performing ineffectually (many times zero casualties result vs enemy despite haveing thousands of arty pieces in the field). This should be simultaneous, or at least stagger the fire from unit to unit. (1 Jap unit fires, 1 Allied unit fires) Bombardment should always come before attacks, regardless of initiative. Not only does the side without initiative get screwed by sufferring enemy bombardment first, but if attacked deliberately or shocked, they suffer again from the effects of these attacks before getting to bombard and worse, may even lose ability to fire due to retreat. Initiative is being given way too large an impact here. Overall, bombardments are pretty much whacked. Naval bombardment is whacked due to incredible over effectiveness vs bases (basically, I'd reduce potential for damaging bases by a large degree because in most cases, much of the bases assets are spread out and too far inland within the 60 mile hex to be targetable, let alone in range. CD fire is whacked because it allows all guns in LCUs to respond and when firing on ships, the accuracy is insanely high and don't suffer enough from counter battery fire from ships (and inability of placing best bombard ship, the BB, into transport TFs is flawed). Air bombardment is way too effective in relation to LCU bombardment. When a squadron of Wirraways can do more damage in one sortie than 500 guns bombarding during the course of a day, something is wrong. Land combat bombard is whacked as stated in above paras.
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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
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