Hanny -> RE: Realistic stacking (4/24/2021 4:46:54 PM)
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ORIGINAL: Parkkicks I think about the space limitations of a 10 mile hex and every time it really depends on the doing of the pieces operating in that 10 miles. Stances should affect how many units can be there, and so should combats. If combat occurs, more space is needed, and less as inches are gained, and more as reinforcements arrive. Within the week long turn base dynamic, adding more forces to combats is key to thinking. Did the programmers accomplish this? This is new thinking to me, and the limitation seems to be that planning and firing one division at a time is the only way to simulate adding forces to combats over 7 days. The "need" within this structure is for the two concepts plus reinforcement to work together seamlessly through the combination of user input and the tools put in place, WHILE respecting the natural need for space, which, again in context depends on the actions within the parameters, estimated to be square in line with 3000 men or pieces of equipment per mile, at a somewhat disadvantaged maximum ceiling. The utilization of forces resulting in for example, "combat" opens more spaces, for reinforcing the nature of "combats" [] A sort of double entendre where using the same space for the same thing supports that ceiling juuuust a bit. Then we still do not know how far different companies advance into that hex and whether or not reinforcements justify making a limit if there is a trade off or gain in/of space. To estimate; is to know that there is a limit, practical, or otherwise, and to simulate over time, is to, even in certain conditions, not know enough to do any better than estimate. I tried to ask, is 50,000 the most practical maximum for 10 miles of space where 8 miles is front facing? And that came out. I was trying to say that while 100,000, or even 200,000 could exist in that space but only the utilized parts are "important" the number of available actions as a unit, aren't being determined in this games, and that by adding stances, or simulating each and every movement of each and every part, that then, the allocating, planning, time mechanism can be synchronized to work to be supported by the player inputs determining reinforcement allocation over time. Implementation thereof is to apply the mechanism to any of it's other parts... This requires more than the current gateway of 3 counters. That's the game we're trying to play. It requires the "option, to "cram" a million guys into one space, call it two spaces, and then deal with the results." We're not getting the results we want when something as simple as breaking down a unit, when there is space behind you, and to the side of you, having 6,7,or 8 counters in a hex shouldn't be an issue. Some of them will be regiments, not all of them will stay. German Inf Div in attack posture, covers 3/4 miles frontage. German Pzr Div in attack posture, covers 1.2 to 1.9 miles frontage. SU Inf Div in attack posture, covers 1.8 to 3 miles frontage. SU Tank Corps in attack posture, covers 1.9 to 3.1 miles frontage. Defensive posture doubles the frontage, circumstances however made what FM dictated unworkable and a German Div found they had to defend 20 miles as often as not.# Not unhappy enough with stacking to want to see a change.
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