RockinHarry -> RE: AAR HSG Urrah (10/10/2010 12:03:17 PM)
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ORIGINAL: Mad Russian Here is the end of game rating. Just what I was trying to avoid. A Legendary Loss! Seems a bit of a harsh result with a 41-59% loss. I did lose 4 squads and that's heavy losses for an infantry company of only 9 squads. Oh well, it's back to the infantry for me. This scenario playtest was interesting. The scenario lasted 24/80 second turns, or 32 minutes. That's a good time. The action wasn't the world's most fluid but it was different and I thought interesting with the challenges it presented. I made the following changes. 1) I reduced the map size by almost half. Down from 2km on a side (4 sq.km) to 1.5km per side (2.25 sq.km) and greatly increased the tree coverage on the map. 2) I added 3 German snipers to use as scouts. 3) I added a 2 tube 81mm mortar section with only 40% ammo load out. 4) I changed all the buildings on the map but 2 to a light structure. 5) Changes zfar from 750 down to 550. This should shorten the LOS distance that units can engage at. That will give the Germans an advantage because they can get closer before being seen. This is after all a dawn attack at 0400. Thanks for going along with me, on my first assault of a Russian village, as solely a German infantry commander. It was different. Good Hunting. MR [image]local://upfiles/28652/60016461A37641949D47F88B673497F7.jpg[/image] IŽd say the outcome is not a surprise actually. Agree that the map is too big for a slightly reinforced company battle. You even could actually shrink down to 500x500m. As is, the battle appeared to be more of a "reccon in force". Adding the mortars is right to go, when speaking of more of an assault like battle. ThereŽs not enough LOS to have HMGs going with the forward troops, which would be nessecary. Instead of adding snipers as "reccon troops", IŽd rather add more game turns and real reccon half (or full) squads, in case the games OOB have any. 1-2 for a company size force would be realistic. Realistically, light building types are more of a death trap, if they got cover attributes right in the game. Just some figure: Effective cover vs. rifle and machine gun fire (minimum): soft wood: 0.9m hard wood: 0.75m brick stone walls: 0.65m soil: 1.1 to 1.4m sandbags: 0.7m Probably most of the russian hoods and wooden buildings do not fall into these categories and they most likely get sieved easily, not taking wooden splinters into account. So as russian, IŽd like rather be in foxholes and have HMGs further back, with appropiate fields of fire and frontally protected with ordinary infantry. Just some loud thinking [;)]
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