Fortified Regions (Full Version)

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glvaca -> Fortified Regions (6/5/2017 9:48:49 AM)

For clarity, I'm not talking of Fortified zones.

On page 186 in Glantz "Colossus Reborn The Red army at War 1941-1943"

He specifically mentions these Fortified Regions as being used primarily as an economy-of-force formations to release regular Rad Army forces for field duty.
With an average strength of 4,100 men. They consisted on average of six machine gun battalions (UR):
- 667-man machine gun artillery battalions with infantry, armor, and sapper support.
- 48 76mm guns
- 48 50mm mortars
- 48 82mm mortars
- 48 45mm AT
- 168AT rifles
- 78 sub machine guns
- 192 light machine guns
- 192 heavy machine guns

They conserved on manpower and had only the men needed to operate their machine guns and filed guns.

Late 1942 the NKO began fielding so-called field fortified regions which was basically a Fortified region but with added trucks so they could participate more in fluid operations.

My point being, the fortified zones in the game do not resemble the fortified regions that were used extensively by the Russians in quiet zones of the fronts to create operational/strategic reserves. Now that the game has evolved to the point that Soviet manpower can become a chocking point if the German player
get's to anywhere near historical results, maybe this could be a good addition to the Russian arsenal. Off course, they should NOT be so easy to kill!

Just a suggestion.






EwaldvonKleist -> RE: Fortified Regions (6/5/2017 10:03:01 AM)

Why not set infantry divisions/brigades to 50-60% MAX TOE and put them in static mode?




glvaca -> RE: Fortified Regions (6/5/2017 10:17:10 AM)

It's an option. But why have all the other candy and skip this essential part of Soviet strategy?
Several Russian players report manpower issues with good ARM's in the bank, this was historically also the case and that was the Soviet solution. Heavy on heavy weapons, very slim on manpower.




glvaca -> RE: Fortified Regions (7/21/2017 9:52:20 AM)

bump




Stelteck -> RE: Fortified Regions (7/21/2017 11:39:20 AM)

I'am sorry but it is really look like in game soviet fortified zone.

Ho, i just discovered one thing very interesting about soviet fortified zone last week. If a fortified zone with attached support unit surrendered/isDestroyed, the attached support units will not be destroyed permanently and will return (as brigade and division do).

So it is probably possible now to use fortified zone stacked with combat regiment in battle with maybe not so bad results.




glvaca -> RE: Fortified Regions (7/21/2017 2:51:47 PM)

If that is the case, they are really undervalued.
Perhaps for a good reason, but not quite historical.
Look at the OoB of the thing. You're going to kill those with a hasty attack? Hmmm...




chaos45 -> RE: Fortified Regions (7/21/2017 4:39:56 PM)

The problem is the game gives a tad more weight to manpower/squad firepower than it does equipment firepower.

Its why Sapper Regiments are still the go to for Soviet support elements as it adds more squads and manpower and is thus more effective than almost all other support units.

Which isnt a bad things because even with lots of guns if you have gaps in the lines or no forward obs post then all the firepower can be less effective or flanked so does make some sense. However said unit in the game as it is now probably wouldnt be that good as its alot of guns without much manpower/squads




timmyab -> RE: Fortified Regions (7/21/2017 6:00:09 PM)

I think fortified zones could be a bit tougher.
They can make for adequate deep defenses though in some situations. Behind a river in good terrain and a level 3 fort, stuffed with SUs they can stop a pz corps.




Great_Ajax -> RE: Fortified Regions (7/22/2017 2:48:47 PM)

Those fortified regions also held significantly long stretches of front as well. Those six battalions may be covering 50 miles of frontage. They are represented and buildable in WitE 2.

Trey




glvaca -> RE: Fortified Regions (7/22/2017 6:54:59 PM)


quote:

ORIGINAL: el hefe

Those fortified regions also held significantly long stretches of front as well. Those six battalions may be covering 50 miles of frontage. They are represented and buildable in WitE 2.

Trey


Good to hear!
Thanks!




Great_Ajax -> RE: Fortified Regions (7/23/2017 4:50:41 PM)

Don't know how or if we will make fortified regions mobile. Not sure how we could make static fortified unit classes mobile.


quote:

ORIGINAL: glvaca


quote:

ORIGINAL: el hefe

Those fortified regions also held significantly long stretches of front as well. Those six battalions may be covering 50 miles of frontage. They are represented and buildable in WitE 2.

Trey


Good to hear!
Thanks!





glvaca -> RE: Fortified Regions (8/1/2017 7:59:00 PM)


quote:

ORIGINAL: el hefe

Don't know how or if we will make fortified regions mobile. Not sure how we could make static fortified unit classes mobile.


quote:

ORIGINAL: glvaca


quote:

ORIGINAL: el hefe

Those fortified regions also held significantly long stretches of front as well. Those six battalions may be covering 50 miles of frontage. They are represented and buildable in WitE 2.

Trey


Good to hear!
Thanks!




Difficult to comment asI have no idea on the code and implications but perhaps you could allow them to be motorized as regular infantry type units?




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