AmiralLaurent -> RE: Ground combats too quick (7/14/2004 6:44:57 PM)
|
quote:
ORIGINAL: Erik Rutins Well, I can't say my experience has been the same, but certainly we'll keep an eye on this. In my current retail release grand campaign, I've been holding at Rangoon, Johore Baru and Bataan for around three months. Ongoing attrition, deliberate and shock attacks, outnumbered in each place at least 2:1... terrain is definitely taken into account, as are HQs, supplies, disruption, fatigue, etc. Joel, Mike or one of the testers could probably add more to this, but from my own experience those long historical stands are definitely possible. Regards, - Erik I don't say it is not possible, and even in UV games saw Lunga, Irau or Port Moresby battles last for months, but only if both sides are more or less evenly matched. Bataan was a better defensive position than Clark Field as it was a peninsula and could be held by a limited number of troops and attacked only by a limited number of troops. In WITP it seems to me that both those parameters don't exist. If players use realistic tactics (no more than 3 divisions in a given hex, for example), results are OK. But you can have a death star effect with a super transport TF unloading 6-10 divisions crushing every base in its path, then loading troops again for another attack. There is nothing to do to stop it (on the ground). At least in UV. I don't think it is possible for the Japanese player to really use such a plan but it will definetly be possible for the Allied player starting from 1943. Best way to modelize it for me would be to have a number for each hex telling how much units (divisions) can hold/attack it. Say one for a mountain pass (Kokoda Trail), two for a jungle area (Bataan) and 4 for a plain hex (like Clark Field). Ground combat would be resolved by units limited to this size, extra-units may only be used for bombardments. Bonus: say 4 Allied divisions are attacking two Japanese divisions on the Kokoda Trail. All 4 Allied units have attack orders. Only the best (in assault value) will actually launch an attack, the two other will actually only bombard (but remain with attack orders). On the Japanese side, same things, the best division will hold the line and the other be on reserve in the rear and only use its guns. Then the next day, frontline divisions may be the same or not (simulating fresh troops replacing depleted ones on the line). So the side with the most troops still has an advantage as it will have fresh troops for a longer time, but the war in such a spot will be the bloody long fight it should be. Same situation at Clark Field, with 4 attacking Allied divisions against 2 Japanese ones. Here the Japanese have not enough troops to hold efficiently the place, that means in the real world that will either only man a thin line or defend only a part of the line, so the probability of a success of an Allied attack are greatly increased.
|
|
|
|