chrisdk -> RE: Tactics opinion. (5/16/2012 11:56:54 AM)
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quote:
ORIGINAL: Sarkus quote:
ORIGINAL: chrisdk As to why it is so hard to do anything meaningfull against armor: The designer of the game has posted extensively at www.boardgamegeek.com on the topic and how the research shows that even though theoretically all the tanks were capable of very long range fire in reality most actual casualties were caused at very short distances and the game is modeled to recreate this historical situation rather than some theoretical specification capability. And it is true that many of these tanks only had a chance to cause effective hits when they got really close and to the rear. Also remember that "close" still means roundabout 50-100 meters. The designers reasons make sense but I do think its a bit odd that he chose 50 to 100m hexes for a game where units are squads and individual vehicles. It's an odd mix of scales, and in a game where the unit fills up the whole hex its not very obvious that is what is going on. Then you throw in the ranges of the units and it gets even harder to understand why my tank has to be right next to another tank to get any kind of decent odds. The hexes are 40-50 meters each, so center to center, vehicles would be about 50 meters apart, far edge to far edge about 100. If you look at tactical doctrine during WW2 you will find that the frontage of units is pretty well represented by one squad being in such an area. Obviously frontage changed depending on the situation (offense, defense, etc.). As to vehicles, in most documentations I have watched you would see vehicles spread out to a similar degree so it does fit very well with the historic evidence that I am aware of. Overall my experience with the boardgame is that in most situation what would have made the most sense to a field commander in those situations is also what makes the most sense in the game.
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