RE: Urban terrain combat balance (Full Version)

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ShaggyHiK -> RE: Urban terrain combat balance (1/10/2022 11:03:40 AM)


quote:

ORIGINAL: Stamb

Even Soviet AI can attack each hex vs player, imagine what retreating Soviet player can do.

Its not about getting a victory in each of this hexes. Just to activate reserves before a main attack.

Did you think from the same side, but for a Soviet player? What will happen if in 1941 a German player puts a fortess in Moscow, if he takes it?
How the fortess will work if the German player puts the city fortress in Smolensk before winter. Which is deep in the rear and will take its tank divisions there on the map?




Jango32 -> RE: Urban terrain combat balance (1/10/2022 11:09:28 AM)

These sorts of considerations are probably a good reason to perhaps revise the current hex stacking system and instead compare the number of men & equipment to determine how much can sit on a hex, like in War in the Pacific. Stacking 3 Soviet corps on a hex (which can reach over 300 000 men) and be fine from a logistical and attritional point of view isn't great.

Defining the total number of men & equipment per hex type that can be safely parked before attrition and logistical hurdles interfere could help. So that way you can't park over 400 AFVs in urban hexes (let's say) without starting to suffer attrition. Which could prevent winter Smolensk parking.

After all, the only reason why city forts exist as a game concept is to allow more than 3 on-map counters to be stacked on a hex. There is no other reason.




Stamb -> RE: Urban terrain combat balance (1/10/2022 11:25:16 AM)


quote:

ORIGINAL: ShaggyHiK


quote:

ORIGINAL: Stamb

Even Soviet AI can attack each hex vs player, imagine what retreating Soviet player can do.

Its not about getting a victory in each of this hexes. Just to activate reserves before a main attack.

Did you think from the same side, but for a Soviet player? What will happen if in 1941 a German player puts a fortess in Moscow, if he takes it?
How the fortess will work if the German player puts the city fortress in Smolensk before winter. Which is deep in the rear and will take its tank divisions there on the map?

You can use hexes on pre war territory for a reserve deployment only. In general I do not need an ability to create a fortress as an Axis as i do not have enough units to fulfill it anyway. Lets go back to a main topic.

quote:

ORIGINAL: Jango32

These sorts of considerations are probably a good reason to perhaps revise the current hex stacking system and instead compare the number of men & equipment to determine how much can sit on a hex, like in War in the Pacific. Stacking 3 Soviet corps on a hex (which can reach over 300 000 men) and be fine from a logistical and attritional point of view isn't great.

Defining the total number of men & equipment per hex type that can be safely parked before attrition and logistical hurdles interfere could help. So that way you can't park over 400 AFVs in urban hexes (let's say) without starting to suffer attrition. Which could prevent winter Smolensk parking.

After all, the only reason why city forts exist as a game concept is to allow more than 3 on-map counters to be stacked on a hex. There is no other reason.


+1

But still it will not prevent such a results as we have right now.

I think that if combat results is not 2 or higher for an attacking side - then defending side should not route/retreat, like on the first image in this post). But stay in an urban area, just with a low TOE. We can clearly see that defenders won a battle 1:1:3. And for some reasons they decided to route out of the city (urban area).




Beethoven1 -> RE: Urban terrain combat balance (1/10/2022 11:39:56 AM)


quote:

ORIGINAL: ShaggyHiK

In order to get more than 3 divisions in the city hex, the German player does not need to have a fort in the city, you need to put a commander with high initiative and some kind of divisions in the rear of the city with the status of a reserve.
With a high degree of probability, the division will join the battle and will give the desired advantage.


This thread was not really about city forts in the first place, but I just want to point out that I don't think it is really actually true that Germany can get more divisions with a high degree of probability into urban battles by reserve activation.

Reserve activation depends not just on the commander's initiative rating, but also on whether the commander thinks that activating an additional unit would make a difference in winning the battle. How does the commander assess if an additional unit would make a difference in the battle? I don't know since I can't see the programming, but I would assume that this is based on the CV in the battle. And in this case, if you just looked at the CV, you would think that my attacks against the urban hexes would be easy Axis holds. So therefore, the commander with high initiative would not activate the reserve divisions, and that is an artifact of the fact that the urban defensive CVs are highly misleading.

In addition, units that activate from reserve do not get the benefit of forts.

For what it's worth, Germany did get a reserve activation near Orel which led to a hold a turn or 2 ago, but that was on clear terrain where a Panzer division activated. In this battle, the CVs were such that the commander with initiative thought the Panzer division could make a difference (and it did).

[image]https://cdn.discordapp.com/attachments/881243030416425031/930078188204355634/unknown.png[/image]

But there was no reserve activation for the defense of Orel itself, probably partly because of the CVs being so misleading (and Orel was not surrounded that turn, only the previous turn, so there were not ZOC issues or anything like that which would have blocked a hypothetical reserve activation).




loki100 -> RE: Urban terrain combat balance (1/10/2022 11:53:18 AM)


quote:

ORIGINAL: Beethoven1
...
I don't know since I can't see the programming, but I would assume that this is based on the CV in the battle.
...


the basic exclusions are in the manual, section 23.7.1 as:

quote:

A unit in reserve mode will never commit into a battle if the initial combat value (CV) Note this limit is in addition to the commitment of Support Units that are directly attached to Combat Units involved in the combat.odds ratio is over 10 to 1. A defending reserve unit will also never commit into a battle if the odds are less than 1 to 4.


The second of those rules is important here as these victories can come off very low odds attacks, I lost Stalino at 1-6, so could well be below the threshold for reserve commitment (ie the game system assumes an easy defensive win so doesn't bother)

as you say, City Forts are a red herring here.

I'm not sure there is a ready answer. At one level urban combat was bloody and at close quarters. Due to the game using binary control of hexes, the attacker appears to be moving across open terrain when of course they would probably be slotted into some of the urban area already. Urban hexes are great defensive options on a secondary front but both sides can take them out if they really commit.

In the same game I took Sevastopol off a low odds win, again due to having enough elements to generate heavy losses in urban combat. So its not a problem for one side or the other - its certainly not biased vs the Axis as some suggestions above.

The oddity is that if some of these Soviet attacks were on level 3 forts in woods etc, then the result would have been a one-sided massacre.




IDGBIA -> RE: Urban terrain combat balance (1/10/2022 2:41:00 PM)

Heres a battle to show that it works both ways and soviets can lose on less than 2:1 too, for the record Smolensk was not cut off so the rout is due to the units basically having no working elements at the end of the fighting I assume, dont get me wrong I'd still consider this result a win for soviets in 41 with all those damaged German elements so I suppose this just shows that for both sides urban fighting is a little bit counterintuitive with the rest of the game and how cvs usually work out in battle, as it seems to me the +3 defense modifier on rough seems to protect better that he +6 urban since the fighting is still much more intense to the point were you need elements not just cv to soak up hits, either way cool system I would be interested to see combat become more intense in other hex types like perhaps heavy woods but I understand that may mess with balance idk.

[image]local://upfiles/82525/A89FEDB201704B6AB326F00C3D78C9E6.gif[/image]




EddyBear81 -> RE: Urban terrain combat balance (1/10/2022 3:33:36 PM)


quote:

ORIGINAL: Stamb

I think that if combat results is not 2 or higher for an attacking side - then defending side should not route/retreat, like on the first image in this post). But stay in an urban area, just with a low TOE. We can clearly see that defenders won a battle 1:1:3. And for some reasons they decided to route out of the city (urban area).


+1

It's frustrating that you see you "won" the battle, but still lost the hex.




loki100 -> RE: Urban terrain combat balance (1/10/2022 4:45:09 PM)


quote:

ORIGINAL: EddyBear81


quote:

ORIGINAL: Stamb

I think that if combat results is not 2 or higher for an attacking side - then defending side should not route/retreat, like on the first image in this post). But stay in an urban area, just with a low TOE. We can clearly see that defenders won a battle 1:1:3. And for some reasons they decided to route out of the city (urban area).


+1

It's frustrating that you see you "won" the battle, but still lost the hex.


thats not feasible, and is part of the wider issue. At the end of these battles the defenders have lost so many elements (even if just as disrupted) they are 'unready' and at that stage can't be adjacent to the enemy (unless there is a formation that survived). This is part of the wider game engine, and one reason why an incautious German player can stack up real problems for themselves later into 1941




Stamb -> RE: Urban terrain combat balance (1/10/2022 10:34:09 PM)

here https://www.matrixgames.com/forums/tm.asp?m=5083388&mpage=2&key= RedJohn, post 49, was asking was is going on
same situation as here




jubjub -> RE: Urban terrain combat balance (1/11/2022 3:37:24 PM)


quote:

ORIGINAL: loki100


quote:

ORIGINAL: EddyBear81


quote:

ORIGINAL: Stamb

I think that if combat results is not 2 or higher for an attacking side - then defending side should not route/retreat, like on the first image in this post). But stay in an urban area, just with a low TOE. We can clearly see that defenders won a battle 1:1:3. And for some reasons they decided to route out of the city (urban area).


+1

It's frustrating that you see you "won" the battle, but still lost the hex.


thats not feasible, and is part of the wider issue. At the end of these battles the defenders have lost so many elements (even if just as disrupted) they are 'unready' and at that stage can't be adjacent to the enemy (unless there is a formation that survived). This is part of the wider game engine, and one reason why an incautious German player can stack up real problems for themselves later into 1941


This disproportionately affects German rifle divisions since they regularly have 60% of their manpower tied up in support squads. This causes some weird results. Sometimes, 10,000's of support manpower will be 'supporting' a couple thousand rifle men, which results in massive FPE numbers, and 10,000's of men routing when they never directly participated in combat.

I think there should be a process to convert some of these support squads into rifle squads at some point during or after combat.




loki100 -> RE: Urban terrain combat balance (1/11/2022 3:58:21 PM)

it does happen in the logistics phase for the Germans (21.2.2), I don't think it happens during the ground movement phase.

I agree this effect is odd, just not sure there is an easy answer




EwaldvonKleist -> RE: Urban terrain combat balance (1/16/2022 5:20:43 PM)

quote:

ORIGINAL: Joel Billings

This is WAD. The assumption is that the combat is going to be more intense. It uses a different system to generate this intensity. It's not perfect, but we feel it needs to be considerably different than combat over another hex with less significance. We created city forts to allow the defender to stuff a city with a large enough force to make it possible to hold out, even when attacked by a very large force. It's very rare that you would see a very dense force in a normal hex that you might see in urban fighting or a siege situation. If you want to hold a city against a massive attacking force, you have to have a very large garrison. I discount the Romanian example because these are very poor troops. I can't say exactly why the other non-city attack on Romanians failed, but it could be an unusual situation or fatigued attackers, but it's a much smaller force attacking with 2.5 to 1 odds instead of 5.5 to one odds.

If this is WAD then the design should be reconsidered. If the higher combat intensity means that urban terrain can be more easily taken by the Red Army than other territory like light woods, there is something wrong. If you compare post 1 (urban combats) with post 3 (light woods combat), there are similiar force ratios/fortifications, but the loss ratios for the defemders are much worse and the number of attacks required is lower for urban terrain. That makes no sense whatsoever.




Stamb -> RE: Urban terrain combat balance (1/16/2022 5:31:49 PM)

+, imagine playing a game for 100+ turns like loki have in his AAR and then losing cities to a frontal attack because of this, despite getting easy holds on paper (CV values at the end of the fight).




xhoel -> RE: Urban terrain combat balance (1/25/2022 7:30:28 AM)

Here is my example from the VtB game.

Battle of Bratislava (Urban), level 2 fort, 2 divisions defending. The hex wasnt cut off. I did expect the hex to fall especially considering the strength of Soviet forces but the 1:1 loss ratios seem low to me.

[image]local://upfiles/57112/764A605943BB4F43AA718C010EEC0FEC.jpg[/image]




loki100 -> RE: Urban terrain combat balance (1/25/2022 7:50:14 AM)

both of those units are going to be of poor quality, so looks feasible to me, would depend on how fast their actual combat elements disrupted but with a sustained GS effort and almost 4000 guns hitting them that is going to be a fair few elements set aside even before the close quarters fighting commences




Stamb -> RE: Urban terrain combat balance (1/25/2022 8:50:37 AM)

there is huge problem with displaying combat result, all of this 1:1 losses are probably dead "destroyed" men. And to see damaged and disrupted elements you have to open "Show Details", there might be 10k people.
No idea why it is not displayed on a main screen.

Until I realized what is going on I was confused. Example: enemy during his turn is attacking my ID that has 15k men. Then it is my turn and I am viewing battle reports and see that my division holds its ground and on battle report it shows -500.
I am happy with that result and expect my division to have 14.5k men (15k - 500). When I click on a division I see that is has only 11k men. I say WT* is going on. I click on Show details and only there I can see that 500 men were killed and 3500 disrupted/damaged.




xhoel -> RE: Urban terrain combat balance (1/25/2022 9:03:56 AM)

quote:

ORIGINAL: loki100

both of those units are going to be of poor quality, would depend on how fast their actual combat elements disrupted but with a sustained GS effort and almost 4000 guns hitting them that is going to be a fair few elements set aside even before the close quarters fighting commences




Not really.

Infantry Division had a morale of 62 and 70% TOE which is really good for a German formation this late in the war.
Cavalry Division had a morale of 66 but only 40% TOE. Both had matching experience levels. The commander had a 7 Infantry rating.

Air GS barely disrupted anything just like 10 squads in total. The gun superiority doesnt really stand since only 32 squads were disrupted by guns, most of the disruptions came from Soviet Rifle Squads.

[image]local://upfiles/57112/0869D200835F40F489F1DCEF455FA3BD.jpg[/image]

For clarity, I just think the losses are low for the Soviets. 2.000 men lost to take a major hex spread around 160.000 men attacking is a great cost. The Germans on the other hand, just committed a good infantry formation and a secondary one to the battle and both were absolutely decimated in the fighting.

Makes it a bit pointless to hold such hexes if these are the results that you get.




KenchiSulla -> RE: Urban terrain combat balance (1/25/2022 11:18:44 AM)

What should be part of the discussion is: What would the expected result be, what does history tell us?

We can examine:

- If that much infantry was committed to battle, would they all be equally engaged (frontage)? In game, all squads get a chance to fire and hit leading to these results?
- Air, artillery and armor have limited effect (at least on the attackers side)
- We know defending units break when they do not have any undamaged, undisrupted elements left. Urban combat (in game and real life) is intense. In game this leads to "bodies for space". Are we trying to address an issue with losses or battle result?
- Would a Soviet Army, in 2-3 days of heavy fighting, be able to drive off two understrength German divisions in urban combat? Would a Soviet commander be able to utilize his full combat strength in 2-3 days? This is important as odds calculation, normally affecting the outcome, is of less concern when using overwhelming (infantry) force to take an urban hex.

Out of curiosity: What is the morale rating of the German leader in this case?




loki100 -> RE: Urban terrain combat balance (1/25/2022 11:24:17 AM)


quote:

ORIGINAL: KenchiSulla

What should be part of the discussion is: What would the expected result be, what does history tell us?

We can examine:

- If that much infantry was committed to battle, would they all be equally engaged (frontage)? In game, all squads get a chance to fire and hit leading to these results?
- Air, artillery and armor have limited effect (at least on the attackers side)
- We know defending units break when they do not have any undamaged, undisrupted elements left. Urban combat (in game and real life) is intense. In game this leads to "bodies for space". Are we trying to address an issue with losses or battle result?
- Would a Soviet Army, in 2-3 days of heavy fighting, be able to drive off two understrength German divisions in urban combat? Would a Soviet commander be able to utilize his full combat strength in 2-3 days? This is important as odds calculation, normally affecting the outcome, is of less concern when using overwhelming (infantry) force to take an urban hex.

Out of curiosity: What is the morale rating of the German leader in this case?


I agree, I have no problem with the effect in urban hexes, its the slightly odd iteration in non-urban. The Soviets clung to Stalingrad for so long as basically the Germans couldn't really bring overwhelming numbers to bear. In reverse, in game turns we could say the Battle for Berlin (the actual hex) started on 23 April and the German forces surrendered on 1 May (thought the critical battles had ended by 29 April) - so a week of intense urban combat brunt out around 45-50,000 German troops and their allies?




xhoel -> RE: Urban terrain combat balance (1/25/2022 11:36:32 AM)

quote:

ORIGINAL: KenchiSulla

Out of curiosity: What is the morale rating of the German leader in this case?


6

To address the other points: The issue that I see with the current combat model is that frontage is not really a consideration and I am glad you brought that up. Yes, there are 160k Soviet troops taking part in battle but by the virtue of the hex type (urban), it is impossible for all these forces to be committed in such a dense terrain. It is the same when you see battles taking place in mountain hexes where you have 60k attackers or more. Its just fantasy.

The issue should be addressed in both regards: Losses and Battle result. The other examples given by the OP and other posters show that the defender is being forced to retreat when they should have absolutely held (since we see similar defenders holding in much weaker hexes eg light woods).

Yes urban combat is intense, but ever since WW2 and it continues to be a reality today attacking armies know that this kind of combat is a bloody affair. So seeing attacking Soviet forces take 1:1 casualty rates (that are spread out over a lot more units) does not reflect that well on historical precedents.

So these locations that inflate CVs so much and which history shows that can be used as strongpoints and to anchor your defense are in game only paper tigers, that will evaporate when combat begins. The advice from the devs is to use city forts and stack up your units but that is not feasible at all except for maybe in 2-3 cases for the whole duration of the war, especially as the Germans, where you will almost always be outnumbered.

When you use city forts and stack up the defense, the results are good. But the point is that the defender should be able to hold on to these hexes even when they dont have 3+ units stacked there.

@loki100: The defense of Berlin was haphazardly thrown together and was really uncoordinated. I dont think that is comparable to the examples that have been shown, were earmarked units, that are relatively fresh are defending urban/heavy urban hexes are being completely decimated in combat and are unable to inflict any proper losses on the enemy.




Beethoven1 -> RE: Urban terrain combat balance (1/25/2022 12:18:58 PM)

quote:

ORIGINAL: KenchiSulla

Are we trying to address an issue with losses or battle result?


To me, there are three main problematic parts that simply feel somehow off, neither of which is directly a matter of losses or who wins. I would be fine with whoever wins in a given battle, as long as there is good logical/historical/realistic reason for it to be that way.

The parts that seem off, however, are:

1) Displayed CV values do not reflect that urban combat is apparently basically determined by numbers of elements, not by their quality. This is really just a display issue, not necessarily something actually wrong with how the combat itself works, but it would be nice if the CV calculation in urban terrain could be adjusted to display values more in accordance with the actual likely outcomes of combat. E.g. If I am attacking 10k men in an elite unit with 100k really badly trained men in urban terrain, before I attack the CV odds should look something like 5 to 1 in my favor or something, because I am likely to win, rather than appearing even (because the displayed urban defensive CV is giving too much weight to the defender's quality, and not enough to their quantity).

2) Combat intensity is ALWAYS very high in urban terrain - It makes sense that urban combat CAN be very high intensity, like in Stalingrad, but should it really ALWAYS be?

3) Units routing when losing a battle defending an urban hex - The problem I have here is not necessarily with units losing a battle, and also not necessarily even with them taking high losses. The problem is really just that it doesn't seem like the "rout" mechanic makes sense here. When units rout, there are a couple special mechanics that come into play, and it feels like they ought not to necessarily apply in these sorts of cases where all that has really happened is you have lost a battle in urban terrain:

a) Routed units tend to take a larger than normal retreat losses.
b) Routed units tend to take a larger than normal morale hit.
c) Routed units can't be used in combat the next turn (unless they are rallied) and can be displaced.

The implication of those 3 thins are basically that the unit is in a TOTALLY disorganized and completely trashed, irrecoverable, totally combat-incapable state.

And since basically every unit that loses a battle in urban terrain routs, the implication of that is that it is basically impossible to defend urban terrain without becoming totally disorganized and irrecoverably, completely trashed. Is that really realistic? Basically it seems like the commanders in these battles in urban terrain are having their units fight to the death, and refusing to make any sort of tactical retreats to prevent disaster, whereas if you have the same commanders defending in other terrain, after they have taken significant losses and it is clear that they can't hold their ground, they will break off the combat and retreat.

Is it really impossible to do a considered tactical retreat in an urban area? Is the only possible way to defend urban terrain by sitting in a position and holding it to the death, never retreating, never being the slightest bit cautious or concerned about preventing the total loss of unit cohesion, and never withdrawing before your troops get to that state?

And does it really make sense for any unit that loses a battle, just because it has been fighting in urban terrain, to take extra retreat losses from routing (on top of the high losses from the combat itself), to take an extra morale hit, and to be in a routed state where they can be displaced? So I would suggest that maybe there should be something like a special adjustment, where units that rout from urban terrain simply due to numerical superiority of the attacker should not have those 3 special characteristics of routed units. They would simply be weak units which retreat, but with high enough losses that would normally be associated with being routed in other terrain types.

Of course, there were cases when units in urban terrain did famously fight basically to the point of total exhaustion, like in Stalingrad. But did this always happen and nobody ever did a tactical withdrawal in urban terrain? It seems like maybe fighting to the death in urban terrain should be an option. Perhaps in urban hexes the defending player could have an extra option to select "fight to the death: not one step back" similarly to how you can select statuses like refit/ready/reserve. Instead of that, for urban hexes you would have an extra option like refit/ready/reserve/hold_at_all_costs. You would then only select the hold_at_all_costs option if you actually want your defending troops to hold at all costs, or alternatively put them on "ready" if you want them to retreat if they are losing the battle and will take excessive losses and becoming totally disorganized to the point of routing if they keep on fighting.




So to review, 3 suggestions/ideas from thinking through this:

1) Make it so that units that rout while defending urban terrain don't take the extra retreat losses and morale hits that routed units normally take. So this would be like a "non-rout rout." And also make them, at least for the duration of the enemy's move, not be displaced simply because the enemy moves next to them. The fact that you can displace units that lose a battle defending urban terrain really seems to escalate the losses from losing an urban defense beyond what makes sense, and it can make it EASIER to get a breakthrough through urban terrain than non-urban terrain, since if you attack in non-urban terrain the enemy will retreat and then you have to re-attack them, which requires additional MP and creates additional combat delay. Whereas in urban terrain, if you win a battle, then the defending units are useless and you can just drive straight through them and displace them.

If you wanted, this could be subject to some morale checks or something, and depend on the morale of the unit also. Maybe it makes sense for some low quality units defending urban terrain to be totally incapable of anything at all afterwards, but even a very experienced, high morale infantry division can't even put up a minor delaying action to cover their retreat just because they have lost in an urban hex???


2) Add an additional unit status for "fight to the death" which can only be selected if you are defending urban terrain. If you select this, then any attacks in urban terrain will not be broken off until either the attack has failed, or until your unit has been thoroughly trashed down to a depleted state. Whereas if you don't select this, then your unit will retreat once it is clear that it is going to lose,


3) Change the displayed CV on urban terrain to more accurately reflect actual urban combat. In urban terrain, it seems that basically the only relevant factor is how many men you have. So, supposing that you have 10,000 men, then your displayed CV should maybe be 10. If you have 20,000 men, then your displayed CV should maybe be 20. Not necessarily that of course, but something more similar to that. This really seems like just a display issue, which could maybe be fixed by tweaking the way that display CVs are calculated just for urban hexes to give greater weight to the number of elements you have, and less weight to their quality.




loki100 -> RE: Urban terrain combat balance (1/25/2022 2:46:08 PM)

quote:

ORIGINAL: Beethoven1

quote:

ORIGINAL: KenchiSulla

Are we trying to address an issue with losses or battle result?


To me, there are three main problematic parts that simply feel somehow off, neither of which is directly a matter of losses or who wins. I would be fine with whoever wins in a given battle, as long as there is good logical/historical/realistic reason for it to be that way.

...


broadly agree, but lets talk patches and game mechanics.

we know why this happens, at the moment urban combat is getting compressed into short range fighting which brings in lots of elements, the smaller side is taking (in % terms) too many elements disrupted and that is leaving the units depleted, depleted units in a ZoC then rout unless there are also non-depleted units.

In any other terrain, either the defender breaks early or if well dug in/good terrain inflicts enough damage - at range - that the attacker breaks off. Its relatively rare to see a high loss exchange (I am in my current MP game but that is late 43 when the infantry on both sides are a rough equivalence) and thus the 'win the battle, run away' routine is very rarely invoked (unless the defending unit was already worn down).

Now I think this is recent - I tested StB and VtB in the beta (well alpha) quite a lot in MP and never had a feeling that urban hexes were the weak spot in my defensive line. There were some bloody clashes in such terrain but the hold/retreat routine was as you'd expect.

One of the post-release patches looked at revising the combat system, I think this stems from that change and its a particular effect of that reworking?

I don't think the problem is the post battle in a rout losses, its that a unit that has won the battle is too weak to stand its ground. You might be seeing different in your game but I have no feeling my opponent can exploit these routs, his attacking units are in a mess too - just he now holds the city.

None of this is helpful - I doubt that special rules are a great solution, they almost always trigger unintended effects.

Not least, looking at the assaults on urban centres (as opposed to the fighting to reach the centre) it is all over the place. Berlin took a week, Breslau took 2 months (& most of that intense fighting), Koenigsberg fell in 4 days, Danzig took 2 weeks. So we can pull out instances that back up short and brutal or long drawn out.

I realise this leaves us with something that is wrong, I've written off these locations as anything other than forcing my opponent to really concentrate (because a weak attack will get slaughtered) and am defending key cities by preventing the Soviets approaching. But I would strongly suggest the problem lies in the patch that revised the combat model, its too recent to be inherent in the core of the game design

edit, to make it more confusing, I am losing some city hexes via the normal routines - oddly I am escaping in a decent shape and coming out well ahead on the loss ratio:



[image]local://upfiles/43256/D8E0E022C2AB4D44947744F0CD8C2386.jpg[/image]




Stamb -> RE: Urban terrain combat balance (1/25/2022 3:21:47 PM)

Temporary fix - replace all urban/heavy urban with a cities?




loki100 -> RE: Urban terrain combat balance (1/25/2022 3:32:44 PM)


quote:

ORIGINAL: Stamb

Temporary fix - replace all urban/heavy urban with a cities?


doesn't then affect any ongoing game - the map is fixed when the scenario starts.

there is no quick fix around this so it will take time and supplied saves to balance again




EwaldvonKleist -> RE: Urban terrain combat balance (1/25/2022 9:14:58 PM)

quote:

Berlin took a week, Breslau took 2 months (& most of that intense fighting), Koenigsberg fell in 4 days, Danzig took 2 weeks. So we can pull out instances that back up short and brutal or long drawn out.

There are several instances where an Urban hexagon with lvl 2+ fortifications held by 2-3 strong and well supplied divisions was cleared in a single attack with the defenders routing, while in a swamp or woods hexagon they would do fine.
A well fortified city should be a bonus to the defender, not a liability. You have lots of basements to hide, you can blow up buildings to block the streets and create cover, the enemy will be more channeled to routes you can boobytrap, and so on.

Your examples refer to encircled cities. For examples of cities defended stubbornly take Prague and Breslau, both took weeks to conquer (despite being encircled) and losses to the Soviets were significant. What we need as an example is a frontal attack against a prepared defender entrenched in urban terrain. I don't know a good example (there are meeting engagements like 3rd battle of Charkov but that is a different situation), I guess it hasn't been tried to often for a reason.




loki100 -> RE: Urban terrain combat balance (1/25/2022 10:15:22 PM)

if you want a direct example, the Soviet assault on Zaporozhye in October 43 took 5 days of direct combat (as ever there is a lot of related fighting but trying to pin down the city assault phase), it wasn't surrounded so can be seen as a frontal assault

I'm not suggesting the current situation is right - see my post above. I think this is recent and is keying off the patch that altered the impact of indirect fire etc, that in turn seems to have set off this problem that is specific to urban hexes - all I am (strongly) suggesting is the solution is not a mass of special rules, its giving time to dig through the code with supplied examples to see if there is a more organic/natural solution - I realise thats less fun than chucking out random examples where two weak divisions are outnumbered 15-1 as the example?




xhoel -> RE: Urban terrain combat balance (1/26/2022 6:51:36 AM)


quote:

ORIGINAL: loki100

its giving time to dig through the code with supplied examples to see if there is a more organic/natural solution - I realise thats less fun than chucking out random examples where two weak divisions are outnumbered 15-1 as the example?


What is wrong with you? Why do you always need to make snide remarks about what I comment?

I never said my example is the perfect one, Im just providing an example that happened in a game vs a human player and trying to contribute to the discussion by adding more data that can be examined. You literally just said we need more examples in your first sentence, but then have to take a snipe at mine? What for?

The battle shown wasnt random at all and fits the discussion quite well. Its a fortified Urban hex, that is being defended by earmarked units, one of which is a very good division for that late in the war. I have explained my points multiple times in this thread and provided arguments to why I think changes should be made. How about you counter what I write instead of trying to say that this one example was random simply because you decided it is that way?

Its not that its less fun to dig through the code. No single player here has the code to even look at. And even if we did, its not our job to work with game code. What we can do (and are doing) is provide examples and arguments to why we think something should be changed. Its up to the devs what they do with that info.




xhoel -> RE: Urban terrain combat balance (1/26/2022 6:54:18 AM)


quote:

ORIGINAL: EwaldvonKleist

There are several instances where an Urban hexagon with lvl 2+ fortifications held by 2-3 strong and well supplied divisions was cleared in a single attack with the defenders routing, while in a swamp or woods hexagon they would do fine.
A well fortified city should be a bonus to the defender, not a liability. You have lots of basements to hide, you can blow up buildings to block the streets and create cover, the enemy will be more channeled to routes you can boobytrap, and so on.



Thank you!

These are all examples of how a defensive force can absolutely frustrate and cause attrition to the attackers. Currently this is not properly modelled/reflected in game and that needs to be changed.




ShaggyHiK -> RE: Urban terrain combat balance (1/26/2022 7:01:20 AM)


I have an opinion that the players are not unaware of the fact that even 20-30 thousand people are not enough to defend a large city.

Artillery in urban conditions cannot be used qualitatively for the defending side. The ability to hit targets will be severely limited, while the attacker will be able to systematically destroy building after building if necessary.
In this case, I would not want to lie in numbers, but for a city in which the infrastructure for 400 thousand people, 20 thousand defenders will not be enough.




xhoel -> RE: Urban terrain combat balance (1/26/2022 7:37:56 AM)


quote:

ORIGINAL: ShaggyHiK


I have an opinion that the players are not unaware of the fact that even 20-30 thousand people are not enough to defend a large city.


Citation needed.

quote:

ORIGINAL: ShaggyHiK

Artillery in urban conditions cannot be used qualitatively for the defending side.



Wrong.


quote:

ORIGINAL: ShaggyHiK

The ability to hit targets will be severely limited, while the attacker will be able to systematically destroy building after building if necessary.



Destroying buildings is not the same as conducting a successful attack and capturing a city. See: Stalingrad.

quote:

ORIGINAL: ShaggyHiK

In this case, I would not want to lie in numbers, but for a city in which the infrastructure for 400 thousand people, 20 thousand defenders will not be enough.


No. You have absolutely no proof to back up this claim and these are just numbers you pulled out of a hat. You dont need to defend every single apartment in a city for the defense to be successful.

Breslau had a population of 630.000 in 1939, a number that was surely a lot higher in 1945 due to a lot of displaced people moving in the city. Even though it was cut off for months and only defended by a force of around 40.000-50.000 men, it held out till the end of the war.




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