loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
|
quote:
ORIGINAL: rainman2015 .. Wow, that is a big rule change! The leading German mech divisions will get hit regularly under this rule i would guess if the Soviets can find any way to do it, 16 MPs is a big loss. Randy :) I'm not finding it that much of a problem to be honest. Typically (so far) these counterattacks tend to happen T4-9 when the Pzrs are, inevitably, in front of the infantry and at the end of their supply tether. You'll struggle for much over 30 MP in any case and losing a small bit due to the attacks isn't really what hampers your advance. The attacks are endless, fail, and cost (both sides) heavy losses. It really does feel right. So far even with the alpha state I've seen broadly realistic battles at Smolensk - Axis breakthrough, highly confused battle (who is actually surrounding whom), seal the pocket and then get hit by a Soviet offensive when all you want to do is to rest and rebuild. Later in the game, I'd assume that armour massing for an offensive would be in the second line, so any pre-offensive spoilers are going to hit the covering infantry. I'm also seeing much more realism in the Ukraine - with the Germans you are constantly looking for a way to tip Kirponos' well led SW Front over the edge, but even big victories only seem to yield small gains quote:
ORIGINAL: HMSWarspite Some of the people need to remember that this game is still in alpha. This means they are testing the coding not the game as such. So comments about anything that can be adjusted by data if you like are premature. I really like the idea of the prep points. This sounds like a really good idea and could differentiate between resting and refitting , and preparing for combat. Thus I think that prep points should be looked at to prevent rear area units gaining them too easily, charging forwards and behaving like they have been planning their next attack all that time. You could stop units on refit gaining them (too busy absorbing all the noobies to plan their next move) or units more than a few hexes from an enemy hex get them slower or not at all. We don't want an ability to save them up remotely and then magically release the effect... One thing I've noticed (and like) is if you send a battered formation a long way to the rear (ie back to Germany) it will recover very well, if you just try to keep it near the front the recovery is slow and partial. Its not micro-management as such, but it does reward a realistic rotation of your armies and of course will lead to German problems by the mid-game when they really can't pull much off the front, never mind back to the Reich for a 'strength through joy' sabbatical. Think its fair to say the prep points are a really neat idea, but the question of how to acquire them and how they are shed is being developed. Thing is you want to avoid too many discrete states - such as must not be in refit, must be 'x' hexes from front, can only attack after moving less than y hexes and so on - or it gets too much micro-management ... and I'd suspect in PBEM too easy to exploit. So for what its worth, I'm of the view that keeping it simple - ie hard to acquire but not so easy to shed (outside of combat) seems like a valid compromise.
< Message edited by loki100 -- 5/14/2016 10:39:26 AM >
_____________________________
|