ShaggyHiK -> RE: Artillery commitment in hasty / deliberate attack v01.02.08 (12/9/2021 8:12:48 AM)
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ORIGINAL: Sauron_II quote:
ORIGINAL: ShaggyHiK quote:
ORIGINAL: Iam5not8 Hasty attacks should be limited to 1 unit, not a stack of 3 divisions. The coordination needed for an assault with different divisions can not be done in this kind of engagement. I'm not sure that such a solution can be considered adequate, because the problem is not that the Germans use 3 divisions in hasty attacks, but that the conditions in which the defender turns out to be in comparison with the attacker in combat, are wrong. The point is not how the artillery fires directly in battle, but because in hasty attacks, the attacker uses the TOE that he has much more efficiently, and the defender does not use his heavy weapons at all. Shaggy, I admit I only became aware of certain equipment types not firing, independently of this thread, about a day or 2 before its posting. When I discovered it, it struck me as odd. There were 2 things that struck me as off. - I was inclined to feel that all the defending elements should be participating. - I was inclined to feel that the Self-Propelled Arty should be firing on attack. (even if caught on-the-move and received an emergency fire mission, our firing batteries could be quickly deployed, laid-in & registered in about 15min. At that point, we are ready to handle fire missions. If anyone wants to challenge that, the M109A6 Paladin can do it in about 60 secs - but it doesn't need battalion-level fire direction control (FDC)) But you undermine your credibility and even part of your argument by going over-board and saying wacky things like "and the Germans are abusing it". I would wager that most didn't even know. Only way to learn this is by clicking the right combination of Combat Results tabs and link-buttons. Additionally, there is a bit of a penalty on activating participating SUs for hasty attacks. I believe it really kicks in if you are required to move the associated HQ, which, for the motorized korps is going to be required quite often, to stay within 5 hexes. More times than not, my mobile formations receive no SU support because of the initial advance rate and trying to catch up with 'Sir Robin', before he bravely runs away. I am more inclined to believe that removing certain defending elements subjected to hasty attacks may have been an oversight. (i can see where, when coding, disabling certain elements was, inadvertently, applied to both sides) Relax, it will get worked out.... In this case, I was not mistaken in talking about abuse. I played with a German player who was aware of the problem and used this disadvantage to the fullest. Of course, many simply did not pay attention to this, not many analyze combat statistics at all to notice this vulnerability, but globally everyone uses attacks outright and gets results regardless of whether they know about it or not. Don't get it wrong, I'm not trying to blame players for using the standard game tool to achieve in-game goals, I'm just emphasizing that because of the way it works, this creates an unfair advantage.
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