RE: Odd Combat Result (Full Version)

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K62 -> RE: Odd Combat Result (2/22/2022 8:01:45 PM)


quote:

ORIGINAL: ImperatorAugustus

I mean even then thats just not the case for the Axis it seems. I obtained a much more effective result without shuffling around the limited Axis heavy guns. Sure the casualties are a bit higher on my end by percentage, but honestly irrelevant compared to properly kneecapping a corp.


If you want to properly kneecap the Russians you need to bring in a motorized division, Stugs and Pioneers too.



[image]local://upfiles/6726/034DDD010F854241AB48C26F635189A1.jpg[/image]




ImperatorAugustus -> RE: Odd Combat Result (2/22/2022 8:17:17 PM)

Again you can scroll up and this has already been out performed. Artillery is directly reducing the killing of Soviets.




K62 -> RE: Odd Combat Result (2/22/2022 8:28:26 PM)


quote:

ORIGINAL: ImperatorAugustus

Again you can scroll up and this has already been out performed. Artillery is directly reducing the killing of Soviets.


No, no, this is not right at all. Read the manual again, disrupted elements can be hit again and become damaged and/or destroyed. In the meanwhile they don't fire at you and disrupt your own elements.

But my point was: you can't just make them retreat, you need to rout them. If you read Loki's excellent AAR you can find more examples of how to do this as well as other effective German tactics for '43 and beyond.




ImperatorAugustus -> RE: Odd Combat Result (2/22/2022 8:32:31 PM)

.

[image]local://upfiles/83157/4775ACEDCEF54E40B880E19B37344D4F.jpg[/image]




K62 -> RE: Odd Combat Result (2/22/2022 8:43:50 PM)

Yes, I saw that image, I don't know if you saw mine.

[image]local://upfiles/6726/C997E131327B4EDC8B42F76121428BCD.jpg[/image]




ImperatorAugustus -> RE: Odd Combat Result (2/22/2022 8:45:51 PM)

And look at the casualties. I inflicted far more casualties with less artillery on a retreat.




ImperatorAugustus -> RE: Odd Combat Result (2/22/2022 8:50:43 PM)

.

[image]local://upfiles/83157/FC664435E2BD4EEFB6D477EC9D44450F.jpg[/image]




ImperatorAugustus -> RE: Odd Combat Result (2/22/2022 8:53:28 PM)

Maybe its possible the artillery is sucking up all the ammo idk.




ImperatorAugustus -> RE: Odd Combat Result (2/22/2022 9:05:21 PM)

Stacking also is not working as described

Which is probably because the essential elements are being margenalized. Like the number of tigers in my 3vs9 div attacks doesnt change, so they are firing less.

Though idk




Joel Billings -> RE: Odd Combat Result (2/23/2022 1:57:03 AM)

Here's my first take after viewing your screenshots and running several tests with the save (thanks for including the save). In this case, having infantry in the battle is counter-productive. As pointed out there is a high density penalty, so adding more men can just cause more losses. Although it can increase the chance of taking a hex, in this case it's unnecessary. The big increase in Soviet losses comes from extra retreat attrition which comes from a multi-hex retreat (or can come from a rout). If you only get a 1 hex retreat, the losses are much reduced. The infantry rich environment when including in infantry increases the German losses in this battle, and does seem to reduce the distance of the retreat. Another variable is the reserve tank corps which increases German losses whenever it comes into the battle (even though it has very few tanks, its other elements are in good shape). It appears this weak rifle corps is ripe for a Panzer overrun, but attacked by a larger infantry heavy force just lets it delay and get away in better shape. Waiting to coordinate a larger force has it's disadvantages. Not sure if the percentage of attacking forces that is motorized has an impact on the size of the retreat and/or the retreat losses. I remember discussing this years ago with Gary, but he doesn't remember that being a factor.




ImperatorAugustus -> RE: Odd Combat Result (2/23/2022 3:56:27 AM)

Okay. Well why are my retreats doing far more damage than his routes. This seems backwards.




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