BletchleyGeek -> RE: Clash of Steel: 1941-1945: Q-Ball vs Bletchley_Geek (10/6/2011 9:37:41 PM)
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This is a very long post. For those who think TL;DR don't worry, there will be an abridged version of the discussion soon. quote:
ORIGINAL: janh I think B-G's suggestion are a good starting point, but you have some points there that surely must be considered to make this feature useful, as well as hard to misuse against AI and other players -- both is surely possible. Thank you janh, that's really the point. That draft was mainly meant to be something concrete we can think about and discuss. If it sounded like I thought it was perfect, far from my real intention. quote:
ORIGINAL: TulliusDetritus Just for the record: in WitP AE the land units CANNOT react. Only the naval units can (up to six hexes). The submarines only one hex though. Don't forget there are daily turns and hexes are supposed to represent 40 miles. Now you can put a land unit in "reserve" mode. In defence they might reinforce your fighting units, if attacking and the enemy is forced to retreat they will PURSUE them. And of course not a lot of highways, roads in the Solomons, New Guinea or any other place for that matter [;)] Welcome to the Logistical Nightmare, wonderfully simulated by the way. These points about scale are quite on topic. In WitP:AE the situation is quite different, for the reasons Tullius points out. Some of the flexibility it offers - such as the pursuit option - certainly is necessary since in WitP:AE is WEGO. Reaction rules in WitP:AE make a lot of sense for TF's, for a variety of reasons. First, that they're ships equipped with radios and are immersed in a much less constrained "battlespace". However, they're highly influenced by Commander ratings - aren't they? - so if you have a meek commander at the head of a strong SAG with plenty of BB's, it could well mean that those CVLs will be butchered by that BB-ridden IJN SAG ;) I certainly think features such as Reaction moves - either in a WEGO or IGOUGO setting - are much more than just "chrome". quote:
ORIGINAL: janh quote:
ORIGINAL: 76mm First, regarding the reaction range: I think that 40 miles is awfully far for a rifle div in 1941. The question is not only how far the unit could move, but what C3 capabilities it has that will allow it to determine where an enemy is, and then react quickly in a proper "intercept" location. At least in 1941, I just don't see that as being realistic. Maybe one hex, or more likely, none... Was my first thought as well. In reality it would depend strongly on situation awareness of the commanding element, i.e. what "recon value" of the approaching unit is available. For an infantry formation I would think it would already be a quantum leap to have 1 hex reaction range, i.e. direct spotting. If considering Cavalry, Mech or Amored, one could think along the lines taken in WiTP with the reaction range (0-6) setting for naval formations. But also here I would set a much shorter cutoff, perhaps 2 hex if sufficient MP are left, and for the 2nd hex have a lower probability to react? Linearly or exponentially lower, whatever the exact mechanics. Not really. I've been reading that "Bloody Triangle" book by V. Kamenir - my youngest brother just brought it to me yesterday - and I certainly see that in the period that goes from June 22nd to June 26th Kiev Military District 5th and 6th Army's second echelons really moved forward (infantry included). More than 40 miles, from as far as from Rovno to Lutsk. This caused quite a few operational-level "meeting engagements", which usually ended badly for the RKKA. But also really threw a monkeywrench into AGS gears and set up the scenario for the huge tank battle that raged from June 26th to July 1st in the triangle whose vertices roughly are Lutsk, Rovno and Tarnopol. Kamenir's book is a bit amateurish, but his sources on Soviet operations are primary and quite reliable, since it seems to me he's cross checking them. We all know how big a clusterf*ck was RKKA C3 at the eve of Barbarossa, don't we? While this "agility" partly is the result of pre-war plans, it's also true that 5th and 6th Armies got on the move within 24 hours. So the "shock" effect seems to cancel out with the pre-planning. Which is "slow" but really "fast" given WitE time scale. 1 hex are just 10 miles, and I think that 10 miles is really feasible for a Rifle Division to move - even a 1941 Rifle Division! - in the span of one day, or even less. Note that in the proposed draft rule, units have to spend MP's to get to the vicinity of the "hotspot" hex. These costs could certainly be increased - as it already happens with units in Reserve mode - but not too much - say 4x - depending on Leader ratings. janh proposal to take into account range to modify reaction chances is a good one. The actual number is more of a guess than anything else. Note that a 16 MP's 1941 Sov Rifle Division can already move quite a distance on friendly territory. quote:
ORIGINAL: janh quote:
ORIGINAL: 76mm Second, if you allow that reaction is realistic and useful, the fact that only one unit could react per hex is also kind of odd--presumably any commander that could figure out where the enemy would be would send all available combat power to that location, not a lone rifle division, tank brigade, etc. That is a tough question. Any unit with a ZOC hex being equal to the hex to be entered by the unit should react to that, with a certain probability calculated from the rules and factor discussed above. Why have one react and not the other? Hmmh, should there be a fixed rule, basically implying that all units would coordinate perfectly and only move together when the detected enemy CV is much higher than that of a single reacting unit? I would suggest that this be one factor, and another that again there be a dice roll depending on the unit readiness, moral and leader qualities whether they will coordinate successfully, or wastefully move together on a weak enemy, or failing to coordinate on a strong one. Some friction again... Well, note the part about the "commitment" checks. It's really flexible, I'm just borrowing on Joel's and Gary's original style :) They take into account all the factors I think actually matter. Why just one single unit? I didn't want to make the first proposal too complex. We can certainly borrow the concept from current Reserve rules, where the chances of Reserve units to intervene in battle is inversely proportional to the number (and size!) of reserves already committed. Regarding "coordination": well, this is an "instant" effect. Everybody would move in a straight line - as straight as the hex grid allows, of course - towards the "hotspot" hex. On the other hand, the mechanism can't certainly be as "smart" as a human player. This is just not feasible. The goal is to have a mechanism that accounts for "common sense" decisions in most cases. The alternative would be to have a Reaction Phase, doubling the number of e-mail's one has to exchange. A similar approach didn't work for John Tiller's PanzerCampaigns with its weird Napoleonic-cum-Grand-Tactical-WW2 system, and I don't think it would work for us either. quote:
ORIGINAL: janh quote:
ORIGINAL: 76mm Third, the sistem would inevitably be "gamed", in that German players would figure out how to bait the reaction forces to uncover the true avenue of attack. This would be realistic enough if the player were determining how to react, but having the AI do so would almost certainly result in clever German players taking advantage of it. That indeed is a big problem. With the reaction setting I would used a different design, i.e. not just Hasty attacks on a unit that has entered a ZOC. I would allow for 3 different order settings (besides the competing attachment as a reserve for a higher HQ): "Hold tight", "Blocking" and "Countermoving". This would introduce some uncertainty as the player would have to use it carefully, and the opponent never could be 100% sure what might happen although he of course could guesstimate a bit from what he knows about the unit and leader qualities. (i) Blocking: Once an OPFOR unit is selected to enter a hex in the ZOC, the unit exerting this control of that hex could get a dice roll to enter that hex first IF the entering unit was sighted or well reconned in the last turn ("sort of assuming its axis of approach was tracked by air recon or so"). The advancing OPFOR unit could get a special dice role, depending on whether the reacting unit was identified before, and its known relative strength, whether it will perform the targeted move. If both forces enter, then there should be a special type of engagement, not one following standard rules of deliberate or hasty engagements, but a Meeting engagement with represents that both sides come up piecemeal/unordered/in marching formation and, thus, a like light, sometimes heavy fight ensues in which no side has some initial benefit. (ii) Countermoving: as described by B-G above, making a Hasty attack into a moving opponent formation, thus also representing a bit that the opponent unit is in march and not prepared to defend, and losses will be a little worse than in case that unit would be waiting in a defensive posture. Perhaps the Countermoving could also get a dice roll making it a meeting engagement instead. This is harder to game (and since it is based on probabilities, can only gamed with a certain chance, else the gaming fails), but as always with anything in a game, it probably can also be broken by some inventive players... Regarding "gaming" stuff. The German players would really need to be clever. Actually, über-humanly clever. They would have to compute (by hand, or write a computer program for it) all the possible combinations of units which might be in reaction mode or not (this is not visible to the opponent, very much like Reserve mode isn't either) and their paths. One could certainly "guess" or compute with few units, but man, just don't buy any more lottery in a couple months, because it might well be that you just broke your Bank of Luck ;) The part about the opponent not being 100% sure of what's going to happen is key. Current reserve mechanics can certainly surprise - I just showed a little surprise Q-Ball got this turn - but it's a really rare happening unless you have Ace commanders. And I don't think you need a Guderian or a Rokossovsky to react adequately to an enemy breakthrough. Currently, we have to rely on positioning and units in reserve mode. Reserve mode is hard, since it means that the defense needs to be coordinated. And positioning is obvious to the opponent, more so if he's not lazy and does proper recon. With a fixed, perfectly observable enemy position anybody can herd any static defense in the game to complete or partial destruction in two turns (encirclement and surrender). What if the defender position is dynamic? Well, the "herding" part becomes much harder. Counting MP's isn't going to help, you'd need to get an actual probability distribution on MP's and reason on that. Something that I think humans aren't really good doing. I like jahn's "Blocking" suggestion, but I'm afraid some players would feel "cheated" but I don't really see it to be that different from countermoving. quote:
ORIGINAL: janh quote:
ORIGINAL: 76mm Fourth, I still don't see the benefit of a 1-8 rifle division conducting a hasty attack on an advancing panzer division. What purpose would it serve other than incremental fatigue and supply costs for the Germans? Now if they could react and then dig in to level 1 right in front of the Panzers, that might be helpful, but again it doesn't seem particularly realistic. In general, I think I would rather decide where to put my ants, dig them in as deeply as possible, and hope for the best. All of this being said, some kind of reaction would be more realistic and helpful for the Sovs later in the war, although even then I would probably restrict its use to tank or cav corps with morale/experience over x/y and with good leaders. But by this point in the war, a reaction phase would generally be of more benefit to the Germans than the Sovs. I think it is already a very sensible concept B-Gs presented -- especially if I think of why German or Allied lower echelon leaders where so much ahead of the Russians in the early, why the concepts of Kampfgruppen or ad hoc combat groups, and the blitzkrieg tactics worked so well, or at all. In a good part because the subordinates were trained to exert initiative and react to unforeseen circumstances, rather than continuing to follow strict orders or calling a halt. So clearly the unit quality (i.e. the abstracted moral) and the leader values of the unit must play a critical role when determining whether the unit reacts to a sudden threat. This would be more beneficial the better the training gets, and the leader are, so the Germans will always benefit from it by being able to counter encircling or breaking-in units. The Soviets would benefit from it 43 onwards more and more, but have poorer chances to gain much from it in 41 and 42, which is exactly what it should (i.e. make Minsk- and Lvov-like pockets possible, but not without at least a minimal chance of throwing some speed-bumbers into the avenues of approach and thus perhaps delaying the closing of the pockets by a turn, and also costing both side some battle losses). /IF/ it could be made work like this without screwing anything else including AI up, I think it would be a worthy advance. Precisely. The idea is to level the playing field, not to tip it to any other side. I can't add anything useful to what janh already said. And incremental attrition is WAY underrated! quote:
ORIGINAL: 76mm One other point I forgot to mention: it seems to me that the main objective of the Sovs in 1941 should be to simply slow down the Germans. In my view, this is better accomplished by forcing a German unit to move into the ZOC of a Sov unit THEN attack; using this reaction stuff, the Sov player loses because he himself is putting his unit next to the German unit, so the German unit only has to expend MPs for attacking, not moving into a ZOC. Well, the Axis unit has either to move around the unit that just came to hug her or attack it. It can certainly backtrack and try another avenue of approach. Either way, those are MP's - i.e. time - the German would be wasting. Therefore, he'd be slowed down. Did I answer your concern? quote:
ORIGINAL: 76mm My comments have been focused on the usefulness/realism for Sov players; I think it would be much more useful and realistic for German players. But in general the whole reaction idea sounds enormously complicated and probably not worth it to me; I would certainly rather have the devs spend their time fixing the air war and tweaking various balance issues which arise with every patch. Well, we can certainly pave the way for it by discussing it and getting forward a concrete proposal. We can only do the "fun" job of thinking a workable mechanism. So perhaps we're stealing the fun from them [:)] About the implementation, as I posted before, we can only make educated guesses which might be well off the mark. If there's one thing we can do to help the devs is to discuss issues like this in the way we've done so far. Respectfully, not leaving any angle for "fanobyism" accusations and actually proposing something "concrete". It's nearly as much fun as playing the game!
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