zook08 -> RE: Manpower crisis (3/29/2008 5:05:35 PM)
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I know about the cost, I'm playing WaW v30a1 by PBEM, and I don't consider foot troops useful. I still have a few foot divisions in late '41, but I'm trying to provide at least some horses for them all. Let's say you have 10 divisions, each with 40 rifle (add support weapons as you like, it doesn't change the picture). That's 40,000 production. They eat 800 supplies, or 1,600 production per turn. Now motorize a spearhead of 3, to keep pace with the tanks. That's an additional 9,000 prod. for trucks, and 720 prod./turn for supplies. Mount the other seven divisions, that's 5,600 for the horses and a lousy 112 per turn for supplies. Next, tracked/wheeled units move 10 hexes/turn, mounted move 5/turn, foot move 3/turn. That's the road rate, but that's where you spend most of your time anyway. Foot: cost you 40k and 1.6k per turn in supplies. Your army moves at a snail's pace of 3 hexes per turn. Mobile (as above): cost you 54.6k and 2.4k/turn in supplies. Your army now moves *twice* as fast. You can now concentrate your forces, attack at much better odds and suffer less casualties, cut off enemy units more easily, react quickly to counterattacks and often attack hexes from multiple directions because you can spare the AP to get into their flanks. And if you can capture Kiev in four turns instead of eight, that's 8,000 production the Russians don't get. 80 Rifles you don't have to kill because they are never produced. Foot troops, on the other hand, often move 2 hexes towards the enemy but then don't have enough AP left to attack. Most of them spend at least half of their time marching instead of fighting. That's inefficient. You don't even have to mobilize them all. If a few of them still walk, that's good enough. Break through the lines with your fast units, bypass weaker enemies and cut them off. Let them starve for a month, then finish them off with your footsloggers while your speadhead moves forward. Essentially, foot troops are WW1. WW2 is about mobility. It's not about how many troops you *have*, but how many of them *fight each turn*. In my PBEM game, I attacked Russia in June '41. I had a good advantage in numbers, partly because the western allies made supply mistakes in France, so I could build up a 3:1 garrison advantage over the Russians. With 40k in production, the Russians can produce maybe 200 Rifle and 2 tanks per turn. So the point is to attack them as soon as possible, and then not to waste any time before their production hits the higher gears in '42. In August, I had already taken Riga, Minsk, Kiev and Rostov and laid siege to Sevastopol. OK, I had the huge advantage of a strong army and the Russian player made some mistakes, but that success wouldn't have been possible, not even remotely, if I had not bought lots of trucks and horses, regardless of costs. The Russians didn't have any time to build up defenses in their rear, dig in and react to the Blitz. My fastest units advanced 12 hexes in three turns, fighting all the way. How do you do that with foot troops? You don't, and as a result, you soon face a solid frontline, and the offensive bogs down. And if you're playing against AI+, with twice the normal production, time is twice as important.
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