Oberst_Klink -> RE: A General Observation (1/16/2015 9:56:20 AM)
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ORIGINAL: golden delicious quote:
ORIGINAL: HPT KUNZ I have not looked at Stalingrad except played Wintergewitter 1942 by Pelle. 5 km/hex at one-day turns. Six weeks, starting 11Dec42. I did not think I could improve on his scenario. Playing this right now. It's a good scenario, but off the top of my head; Transport levels need to be slashed (ironically, given the thread we're in) as they cause major and unrealistic traffic penalties. The fortified status of initial deployments needs to be reviewed, as it's very hard for either side to make the kind of rapid progress they historically did in the opening phase of the scenario. The pre-3.4 scenarios can (of course with the permission of the original creators) be easily reviewed and adjusted. There are the following points that pop into my mind- a) transports level and amount of trucks for most non-motorized units (already mentioned) b) replacement levels in most scenarios, especially the short campaigns with less than 1 week/turn, are too high c) entrenchment/engineering rates, especially in short scenarios, too high, in particular where the weather conditions and the terrain would make it impossible anyway to built fortress like hexes in less than half a week My solution(s), not perfect I mind you, are: a) Trucks or halftracks for the purpose of transport in pure Inf.Div to be assigned for heavy equipment only, e.g. guns with calibres 75mm or more. Naturally, most artillery pieces for Axis Inf.Div and Soviet Rfl.Div were horse drawn. For logistic purposes and the transport sharing, trucks and horses can be assigned to Korps or divisional logistic units with the size of a Btl. or Rgt. (see Pelle's Wintergewitter and the updated Kharkov '43) b) 1-2% max to compensate for infantry and light equipment, unless of course there are good estimates available how much manpower was funnelled to the front in a particular scenario for each side. Ad-hoc or batches of replacement can be simulated with dummy units (off map) that can or will be disbanded by the player or events to fill up the replacement pool. c) As a rule of thumb and my tests, for <1week/turn scenarios, depending on the theatre/terrain and what historical documents hint, 25%/33%/50% rate (again, depends on the time-span/turn) Together with the movement bias, supply consumption/readiness most old scenarios can be nicely tweaked. Klink, Oberst [image]local://upfiles/28259/66CB8BC5F1CF4A05AF140A92468A182A.jpg[/image]
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