herwin -> RE: More information needed... (1/10/2010 3:26:28 PM)
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quote:
ORIGINAL: sven6345789 my two cents 1) Artillery is deadly when used in large numbers. A look at two major offensives on the eastern front shows that. take Operation Bagration, for example. the Sowjets massed something like 176 guns for a kilometer. At the Seelow hights, 1945, the numbers were even greater. The range for intensive sowjet artilleryfire was something like 3-6 kilometers. results were the complete destruction of the german forward positions. At Seelow, these were pulled back because the attack seemed eminent before the barrage, resulting in the soviets shelling empty positions (which were completely destroyed). both times, we talk about entrenchements which had been build up for several months. still, they could not withstand the artillery. 2) Tactics against artillery emplied just that, a defense in depth. This tactic went back to WW1. The Forward positions were thinned out in order to have a main line of Defense a few miles back ( at Seelow, this defense reached to the back for about 15-20 km, far beyond the artilleryrange). In case of attack, reinforcements would be rushed forward after the initial artillery-attack. What does this emply for the game. what of a 40m hex is combat zone and what isn't?. Does the game differ? i do not know. There is the chance of putting units on reserve, meaning that they do not participate in the first round of combat but can enter the fight later (after the artilleryattack, for example). If i understood correctly, units on reserve are also affected by artilleryattack. This should be changed if it is the case, since they are positioned behind the frontline, out of reach of the artillery. so, if you have 16 chinese corps in a hex. 5 could hold the frontline and the rest be the reserve behind the front. This would solve the problem, apart form increasing the supply usage of artillery. Bombardements are expensive. at the Somme, 1916, they were 1437 british guns, which fired 1,5 Mio rounds over 7 days. That is a lot of Ammo and supply you use. A WWII infantry division was designed to occupy 8 kilometres of front to a depth of 8 kilometres. There were a line of outposts in contact with the enemy, a double line of positions making up the main line of resistance, and a division stop line in the divisional rear area. The divisional artillery occupied positions between the MLR and the divisional stop line. In the British Army, the divisional machine gun battalion was initially organised (in WWI) to man the brigade rear and divisional stop lines. A WWII corps (Japanese Army) was usually a operational command level without logistics functions, and an army (Japanese Area Army) had both operational command and logistics roles, with a depth and frontage of about 60-100 kilometres. So in game terms, a hex is the area occupied by an army. quote:
for another matter. This whole thing is also another China-discussion. historically, the japanese did not advance not because the could not, but because the did not want to! They really had all the economically interesting areas. And they had another war at hand. When they finally did go on a major offensive in 1944, they sliced through the kuomintang-army very quickly. So, it is realistic that the japanese can go whereever they want to in china, depending on how many troops and planes they use. But capturing the area is one thing, pacifying it another. I believe garrison-requirements were already adjusted. maybe some tuning is necessary in this area. but so far i have not read an AAR in which Chungking fell or the whole kuomintang became POWs. one more thing. In August 1945, when the bear comes alive, you can do the same thing on the japanese he has done on you as the chinese. The soviet Artillery rocks and will blow the japanese troops apart, same as the japanese did in china. There is an AAR about a japanese invasion of the SSSR in 1941 or 1942. As much as i can see, the japanese player has serious difficulties getting through. In 1945, the soviets are far stronger. time for revenge. so, conclusions. see to it that units on reserve cannot be damaged by artillery alone, or at least only slightly. should solve some of the problems. That's a piece of it...
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