neuromancer -> RE: Eureka, have the issue now! Problem can be solved.. (5/26/2011 10:06:35 PM)
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ORIGINAL: 76mm The difference in defender casualties between a hasty and deliberate attack is pretty huge...is that solely a result of less effective artillery, or are there also fewer restreat losses after a hasty attack? I find in general the difference between Hasty and Deliberate is huge. Against a weak foe where you are just trying to break through - or where you have a significant advantage in strength - a hasty attack is quite adequate. But where the opponent is well entrenched, in favourable terrain, a little stronger period (I look at both their estimated attack and defence strength, a higher attack strength with green supply indicates the unit is in good shape, and then the defence strength to estimate my required commitment), or whatever, then you need that deliberate attack. Personally I have found this to work - When in doubt, Deliberate Attack. Their casualties are higher, and mine are much lower. With the proper setup you can punch through even well defended positions (I took three units in three hexes against three units in a Level 4 fort and threw the entrenched guys out, even got an arbitrary surrender - I had StuGs and pioneer units attached directly, and the HQ had 4 or 5 units of artillery including a heavy unit of 350s), Plus of course a softening up air attack helps - although I wish I had an idea how much disruption an attack caused, I never know how many aircraft are necessary for the job. Its also annoying that each unit can only do one directed attack a week, I think Allied bomber command in June of 1944 would have been a little surprised at that restriction. <<<>>> For me the problem reading the AARs isn't that the Soviet players aren't taking enough damage, its that they are running like hell from the front. As one forum member put it, the Allied player has to deal with the stupidity of Hitler (the seemingly arbitrary reassignment of units from East to West and back again for example), but the Soviet player doesn't have to deal with the stupidity of Stalin (both men were insane and convinced they were the greatest generals of all time - among other things - and both had an annoying tendency to tell their generals to do stupid things). While I don't think the Soviets should be ordered to make the foolish attacks that cost them much of their mechanized forces in 1941, they should be forced to make at least a limited defence of certain places instead of just retreating at high speed across the country. By the same token, the Germans shouldn't be allowed to just retreat at high speed from '43 onwards. Hitler and Stalin both made 'no retreat' orders that cost their troops dearly. They were also ignored by their generals on occasion (I would say the player should be able to ignore a No Retreat Directive for a corps, but at a significant cost of Admin points). I'm not sure how this could be implemented however. I have a few ideas, but they are difficult to explain, and the developers could probably come up with something better anyway. <<<>>> quote:
ORIGINAL: timmyab Yes I've noticed this as well.It seems to me that there should be a small penalty for units that get attacked whilst on refit to reflect a certain level of unpreparedness and disorganization. I was surprised to discover there was no combat or movement penalty for being in Refit mode either. I was left wondering why you wouldn't just leave all your units in Refit mode all the time - at least for the Germans and Soviets when they have plenty of manpower and equipment (I don't, but its been a thought). <<<>>> Having read more of this thread I'm inclined to agree with the notion that Brigades and Regiments should be treated as smaller and less effective than full size divisions (or Corps for the Russians). Less effective or non-existent ZOCs would make a lot of sense for these smaller units. The basic idea of a ZOC is not so much that simply the presence of the unit acts as a Stop (or at least Yield) sign for enemy units. Its that either the unit extends its flanks outwards so actually extends into those other hexes (this most applies to 'hard' ZOCs - may not move from one ZOC to another ZOC - and isn't the case in WitE). Alternately the ZOC represents a force's outriders, screening units, recon, and patrol units, perhaps some fast reaction forces as well (not sure how many units had such a thing though). In this case its not that entering the hex brings you into direct combat with the enemy (and thus you have to force the enemy to retreat before you can advance) its that the enemy force is going to harass you as you advance, and you have to advance in a combat formation which is much slower, thus slowing your advance (i.e., costing more MPs, this is appropriate for 'soft' ZOCs like you see in WitE). But as the smaller units are physically smaller, and sometimes lacking in any sort of mobile assets, they won't have much of a ZOC. What I would suggest is that the smaller units like the sea of Soviet Brigades, the weird little German single Regiment that shows up in 1941 (and I have no real idea what to do with), the various minor axis brigades, and the German motorized regiments - which already have some special rules - should have reduced ZOC effects. The infantry probably should have no ZOC at all, or perhaps 1/4 the current effect. The mobile units (cavalry, motorized infantry, and mechanized units) should have half the current effect (they have faster mobile units which can harass units that are slipping around their flanks, but aren't numerous enough to be a real hindrance). Artillery and AT gun units - no matter the size - should probably have no ZOC at all. They are largely static units with few if any mobile combat units, that are going to just sit in one place and do their thing. I would further suggest that the smaller units (brigades, regiments, etc.) also be more vulnerable to attacks from larger units. An infantry on infantry battle would be about the same, if the defender has to retreat they will probably decide to do it before things get too messy and can probably do so quicker than the larger force can follow. Same with armour on armour. A fast unit (armour, mechanized unit, cavalry) on infantry however would likely result in the fast heavy force over-running the infantry before they could retreat, this should result in more shatters. By the same token, a surrounded small unit (enemy units in all six hexes) should automatically shatter if forced to retreat (none of this small unit routing through the enemy business). Sure its possible a lot of guys are going to escape, but they are not doing it as a unit, and not carrying anything heavier than a rifle, they are now just random guys who used to be the Finnish 8th border regiment (or whatever). If you want to rebuild the unit, you have to do it from the ground up. I like these ideas because this way the Soviets still would have a sea of units, but they wouldn't be quite as effective as they are now. The Soviets will thus have to pack their forces more densely to have the same effect as they do now (not like they don't have the units...) and probably want to use larger corps to create some back bone in key areas. <<<>>> That's my 8 cents (four sets of thoughts, 2 cents each).
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