Gunner Garidel -> RE: How do I ever take any city ever? (11/24/2021 6:10:37 PM)
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ORIGINAL: Sauron_II quote:
ORIGINAL: Gunner Garidel I won't try to address what you have said from a game standpoint because I'm a newbie. I WILL address it, however, based on my experience in the USMC and many years reading and studying military history. I'm sure someone will correct me, if I'm wrong, but I believe it was Clausewitz who wrote defense is inherently the stronger form of war by a factor of 3 to 1. This has proven true throughout history. e.g. The USMC island hopping campaign in WW II is a very pertinent [and close to my heart] example. At the Battle of Tarawa it took the 18,000 Marines of the 2nd MarDiv [76] hours to defeat only 4,500 Japanese troops, in spite of the fact the US had Air Supremacy and the firepower of a Navy Task Force at its disposal. This was primarily due to the heavily fortified Betio Island. The 2nd MarDiv had more casualties in the [76] hour battle than the 1st MarDiv suffered in its SIX MONTH campaign at Guadalcanal. So what's my point? You cannot rely on just throwing bodies at a fortified city. Even if you outnumber the defenders by 3 to 1, you don't take a knife to a gun-fight. As the previous posters pointed out, you need additional support units: assault troops, engineers, artillery, air support, etc, etc, ad nauseum. In war, there's no such thing as too much firepower. Bullets are cheap, dead grunts are expensive.... I am a former Marine as well. (Artillery Fire-Direction-Control) I thoroughly agree with the "3-to-1" ratio and wish the game based its successful combat outcomes on this instead of the current "2-to-1". As a computer scientist, I feel the mathematics involved in using a 3-to-1 baseline facilitates a more uniform combat model. But anyways... for a new player trying to predict the impact of adding engineers or fortress-busting artillery and air support are further ill-defined and nebulous within the game. (as if fortress-busting is ever defined?) Unfortunately, in-game experience is the only way to get a feel for it. And even then, through trial and error. There is an overly steep learning curve for new players. I pity the new player who goes head-to-head with anyone with any level of experience. The CV values currently displayed offer only a bare minimum ability to predict likely combat outcomes. First of all - no such thing as 'Former' Marine, and you know that... ;) Second - wishing a Happy 'Belated' Birthday to you!! OOOOOOO-Rah!!
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