ComradeP
Posts: 7192
Joined: 9/17/2009 Status: offline
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quote:
I have some serious question marks with these statements. Not the makeup of the Mech/Tank/Inf. Corps but certainly with the combat efficiency of the Russian infantry. And the unefficientcy of the tanks. Let's say the game is right, that poses the question why all WW2 particpants produced the amount of tanks they did? If they're just for exploitation, you don't need that many. Secondly, often in Russain offensives, the tank armies (which normally had the role of exploitation as you mention) were committed to effect the breakthrough when the infantry corps failed to do so. Take for example Operation Kutozov (12 july 1943) to liberate Orel. I'm writing from memory so I probably get some details wrong, but the Soviet threw something like 4 infantry and 2 tank armies against a couple of infantry corps backed up with 5th and 8th Panzer divs and some more armour redeployed from 9th Army. Only in 11th Guards Armies sector did they achieve a clean penetration that was then halted by the reinforcing panzers. On the East side of the Orel Bulge, they got nowhere and a tank army was committed to achieve the breakthrough and failed in this instance. Tanks were produced because they were at the time the primary mobile unit type that could be employed for breakthroughs, this being the time before large scale use of APC's/IFV's by all participants and with cavalry being obsolete. Tanks and AFV's in general are great for support or chasing an enemy that is withdrawing, they are far less good at head on fights. The average WWII tank is going to lose a fight against the average by the time modern WWII dug in AT gun. You can't really compare the firepower and protection those tanks had to the firepower and protection tanks have today. quote:
Frankly, while the Russians certainly envisaged infantry making the breach which then would be widened by tank corps attached to the infantry armies and exploited in depth by the tank armies, more often than not, the tank armies where needed to MAKE the breakthrough, and paid a tremendous price for doing so. In Operation Kutuzov, the Russains lost about a 1000 tanks more than in Operation Citadelle, something in the order of 2500. Simply put, the infantry just didn't get through without the tanks! The tanks could also not get through without the infantry, it's a combined arms operation. However, using the tanks as armoured guns for support was not why they were designed or something they were particularly good at with their in many cases mediocre frontal armour compared to the firepower of the AT guns of the opponent. quote:
In Citadelle, against such though defenses (fortifications) heavy German tanks were key to make any progress at all. The infantry just could not follow the tanks as they were subjected to tremendous fire from machine gun, arty, etc.. This in turn made the tanks vulnerable to close in attacks. Without tanks, the Russian infantry just didn't get anywhere against the German panzer divisions untill well into 1944, perhaps until the end of the war. And until the end the German Panzer divisions inflicted terrible punishment on the Russian infantry. What you're describing here goes for all combatants, even in modern times. Tanks need infantry just like infantry need AFV's for support. The infantry/tanks are not likely to get anywhere fast without support, not in modern war. quote:
Certainly, the approach of the game in the way it _SEEMS_ to handle tanks (seems because there is not really transparency) is a clean break away from most if not all other hardcore wargames I've played over the past 20 years. To name the W@W series again, upto +10 shifts for armour. Boardgame FitE/SE +3 attack -2 defense in clear, OCS, CV value doubled against soft infantry. I agree that the lack of a chase phase or some sort of overrun rule can limit the effectiveness of tanks significantly, it's also something I'm not entirely happy with. quote:
Finally, when going down to the tactical level, like for example the Close combat series also from Atomic and now through Matrixgames. Have you ever tried attacking a Tank with infantry in clear terrain? It's bloody difficult and bloody costly if it works at all! True, but now think of a scenario where the enemy has dug in AT guns, or AFV's of its own, and you have a mostly AFV centered force, with maybe a couple of infantry squads with trucks in support. The result is going to be highly predictable, and it's not going to be a nice and easy victory for the attacker. quote:
The Normandy example is actually not quite right. It wasn't that more tanks wasn't better. It wasn't that the infantry wasn't supporting the tanks, it was that the Germans had less but vastly superior tanks and used them to great effect and with great determination. The Allies chose to have a lot of inferior tanks versus fewer but better tanks. And they paid a serious price for this. Only 1/3rd of the British tanks were Fireflies and had the upgraded 76mm gun which could penetrate the Panthers and Tigers at a reasonable distance. Most where either still the 75mm or the normal 76mm. I don't think the US had any Fireflies. Those tanks could only penetrate Tigers and Panthers at rediculous close ranges if at all. In addition, the Germans had the superb 88mm gun which just tore the haert out of any tank attack. Come to think of it, why can't we attach a 88m LW regiment directly to a German division in the game? Surely, it was done quite often historically. Or would that upset the balance of the game? Compared to the Western Allies, the Germans had few tanks in Normandy, the terrain and infantry held/manned AT weapons were much more of a problem than enemy tanks. The Germans can't attach Luftwaffe units to divisions, and they can't attach regiments either, so that's why you can't attach Luftwaffe regiments. You can, however, attach mixed FlaK battalions which also have 88mm's. quote:
1. massive importance of arty. I'm not about to dispute the effect of arty, but the germans did devellop tactics to reduce it's effects. For instance withdrawing to a second line before the barrage (read the Raus book for more info). Secondly, quantity is good, but that doesn't mean the fire is accurate. It seems there was (in your version: is) an issue with long range artillery effectiveness, which can be rather underwhelming, so artillery by itself is less effective in the game than you think. Mortars can be very effective, but medium/heavy artillery usually isn't. Infantry guns can also be very effective. quote:
2. Germans can't attach arty directly to a division but can to a fortified region!?? Which to boot is rediculously weak? The Soviets can't attach artillery directly to corps either, and fortified zones/regions are meant to be weak as they were generally not supposed to survive an attack by a division sized force. They're mostly there to dig or to guard an area where only weak enemy forces are present, they're not actual forts. quote:
3. Soviet Corps and the stacking advantage it brings. I mean, seriously, you have a stacking limit of three units regarless of size, but that is actually trippled when the Soviet get their corps (each corps being 3 divisions). I mean, why can you suddenly get 3 times as many men and weapons in a 15km hex as before? What's the rational? It certainly smells like a serious game balancing trick in favor of the Sovs. The stacking rules can become a bit problematic in practice because the amount of men in a unit doesn't matter, but only the size of the unit does. The Soviets are meant to get an advantage in stacking, to allow them to mass historical amounts of manpower in a sector. quote:
4. Tanks which have minimal effect and are just for CV dressing. Tanks do have an effect, but it isn't always as pronounced as the effect of an attack by infantry. Generally, as long as the attack was successful and the enemy wasn't packing a lot of AT firepower, you'll end up with fewer losses for the same or higher casualties inflicted on the enemy compared to an attack made by infantry. quote:
5. Effects of German superior command and control, doctrine are below underwhelming. Better leader ratings and corps HQ's are a significant benefit, it's mostly the retreat losses (which don't seem to be influenced by leader ratings entirely the same way that regular losses are) where the Germans could use a bit of an advantage. quote:
6. The morale/experience mechanism is currently very much in favor for the side which has low morale units. The Germans are depending on morale/expereince to get anywhere. Currently, a failed hasty attack 99% of the time costs you -2 morale. Gaining morale is _waaaaaayyyyy_ more difficult as in the first version of the game. Then it was actually right on the money. Then changed when everybody was complaining about the first winter. So as the German you end up foregoing many attacks you're not really certain of because if you fail you'll lose morale. Seriously guys. For the Sovs this is different as you can easily gain up to the national morale level through doing nothing. We're trying to find a way to reduce the long term problems the post-release morale changes can cause for the Axis, but it's difficult to make it all work without the Germans or Soviets being able to become supermen, like in the release version. quote:
7. Closely related, every skirmish is counted as a defeat or victory? Easy fix, hasty attack only counts as a victory but not as a defeat. 8. No option to probe, all-out attack, defend, defend at all costs. Look at the W@W games, it works, very well. Well, an attack can turn into a scouting operation, but I agree there's less flexibility with orders than in, say, TOAW. The other points are already being discussed in other threads or have recently been discussed.
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SSG tester WitE Alpha tester Panzer Corps Beta tester Unity of Command scenario designer
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