Svennemir
Posts: 542
Joined: 11/2/2001 From: Denmark Status: offline
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Interesting points, Pz.Leo. It is true that the slower vehicles will experience the greatest effect. An option which could prevent this effect is applying reductions of approximately 12-20% (for example) to vehicles with different speeds. If we're lazy we can use a linear function to distribute. Thus, fast vehicles like T-34 and hellcat could have their speeds reduced by some 22-23 % while slow units would only have their speeds reduced 12-13%. (maybe a bit extreme differences don't know yet) Of course we can select the percentages any way we want. I've noticed that, if one of my tanks stumbles upon ready enemy positions I can very often bring in a whole lot of other fast-moving tanks to save it from destruction in the same turn. This property makes it very easy to manage tanks even when controlled poorly. I can basically place the units where I want them and still have them available for fast reactions within an immense radius. Thus it will be a more challenging task to organize armour for effective use, but when done properly it will still be as effective as ever - you just have to plan ahead. About the blitz advance tactics suffering, I'd say that vehicle speed >> infantry speeds still, so there won't be much more time to regroup even if you see a fast-moving tank-company. Also the main effect here will be that vehicles cannot be hit with bombardments so easily as infantry, and also infantry are very easily stopped by direct fire (movement points reduced by 2/3 or something like that) whereas tanks will just continue at near max speed. This difference is the primary consideration in blitz tactics, and it will not be touched by the speed change. Also I would like to add yet another pro: -better relation of movement speed to typical LOS/firing ranges. Likewise this is one of the more abstract properties of the game. This, like the speed/ROF ratio, allows the tank commander to swarm enemy positions with vehicles, when it would otherwise have taken another turn to reach the enemy positions. Fortified positions are surprisingly easy to overcome when you can drive right up beside them instantaneously (mind that I have thought out this after attacking myself and seeing how easy it is to rout a fortified enemy). It is very easy to rout them once you're close enough except in extremely dense terrain. I see I can't explain my point very well... In bad weather or snow, infantry units are currently the losers. They can move only about 4 hexes normally, but when this speed is lowered through terrain roughness they quickly sink below the speed necessary to capture even smaller maps in these conditions. Considering that infantry was *very* often on foot, I'd say the infantry speeds should not be lowered, since this could actually break the game under non-perfect conditions. It's too risky. Vehicles, however, still have a large surplus of movement, meaning possible overcorrections won't hurt game balance to anywhere near the same degree. Also the beforementioned proposal of using varying percentages will strive towards preventing such possible overcorrection. If you, Pz.Leo, could do a few (quick and crude) test OOBs with speeds lowered around 15% (maybe just US, GE and SO OOBs), it would be easier for people to test the effects. I don't have a lot of time on my hands, but if I could borrow such OOBs I could take a look. [QUOTE]Now, isn't there a way to achieve the pros with a different approach ?[/QUOTE] Maybe, but I think this is simply the best way.
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