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RE: WitE 2 - 6/30/2016 12:55:00 AM   
Balou


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quote:

ORIGINAL: PyleDriver

We would need a new color outline and key for it.

Jon


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RE: WitE 2 - 6/30/2016 3:40:52 AM   
Flaviusx


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I can actually get behind the idea of NM gains for Sovs based on losses. My main concern over using NM as a reward mechanism has always been on the downside, because the base NM is so low that there's not much room here to play with before the Red Army becomes combat ineffective. But a reward on the upside? Yeah, bring it on.

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RE: WitE 2 - 6/30/2016 8:28:09 AM   
RedLancer


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I wonder whether a direct linkage to Soviet NM and losses would encourage a run away strategy in 41.

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RE: WitE 2 - 6/30/2016 8:31:05 AM   
morvael


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If reversed, then no. They should start at NM 40, and every ??00000 lost should increase morale by 1 point

< Message edited by morvael -- 6/30/2016 8:35:02 AM >

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RE: WitE 2 - 6/30/2016 10:07:17 AM   
Flaviusx


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I don't see how it could encourage runaways. It practically requires you to stand your ground somewhere and be willing to take some serious lumps. And the further west you do that, the better.

There's some point where this tradeoff yields diminishing returns, to be sure. Good play will require you to determine the optimal point here between losses, NM gains, and replacement and reinforcement. Nice dynamic.

Think of it as an exercise in controlled bleeding: you must feed the Nazi beast so much over time to reach your target NM without completely wrecking your army in being.

< Message edited by Flaviusx -- 6/30/2016 10:24:02 AM >


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RE: WitE 2 - 6/30/2016 5:13:52 PM   
MechFO

 

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quote:

ORIGINAL: morvael

If reversed, then no. They should start at NM 40, and every ??00000 lost should increase morale by 1 point


Or even let them start at 50 and give locations one can reasonably expect the Germans to hold Spring 42 maybe 5-8 (Kiev 2, Smolensk 1, Minsk 1, Rostov 1, Kahrkov 1, Dniepro 1), then give another few for possible Summer targets in 42 (Moscow 4, Leningrad 2, Stalingrad 2, Baku 2, Gorki 4, Sevastopol 1).

This should prevent the Germans from just running away in the Blizzard.

Following historical casualties and frontlines NM should stabilize in the mid 40's Summer 42, and then build up with the losses of Summer/Fall 42. If the Soviets lose one, maybe 2, of the 2nd line objectives it is still recoverable given some time, if he loses more he's toast anyway.

Germans start at 75 in 41, drop to 65? around Blizzard, and from depends on territorial and casualty mechanic.


Also give NM points in Germany that helps the Soviets in 44-45.


As for economic mechanics, I would consider giving certain locations bonus Arm modifiers. For example AIUI Kerch, Nicopol, Stalino area all had valuable deposits of critical resources. Gives the Germans extra incentive to fight for them in 42 when he should be tight on Arm.

There were economic considerations as well in the German propensity for chronic overextension.


An idea for using German PA points might be higher % of production going east (if that is still in) or lowering casualties in the West until 43 (idea being that Hitler decides to put AK on a back burner, one still needs to maintain a certain force level but the objective is no longer taking Suez).

< Message edited by MechFO -- 6/30/2016 5:32:25 PM >

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RE: WitE 2 - 6/30/2016 5:28:18 PM   
EwaldvonKleist


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@chaos45
quote:

Perhaps having NM tied to total losses for the Axis powers/Germans?

There might also need to be some tie in due to how things are going on the western front as well. 1943- wasnt only a bad year for the Germans because of Stalingrad surrendering in January, it was also bad for them due to Tunisia and Sicily and the italians leaving the war---all these had affects on the German military outside the eastern front. You listen to some interviews with German Soldiers that were fighting during that time period, and I remember one specifically saying once they realized they were fighting Americans they knew the war lost because Germany couldnt fight the whole world. So keeping things isolated to just the eastern front will be hard to do IMO as the whole war effort is what brought down Germany so some timelines maybe could make it quicker or slower but fighting on several fronts drained the Germans massively over time.

Production wise the Germans made up for in after the massive 1942 drafts by using more and more forced/slave labor from occupied territories---however quality of equipment was prolly alittle worse off when they began to use more and more massed slave labor. The German economy and war effort was never as unified or seamless as what the allies managed to do and one of the big reasons they lost. Everything they did was a rob peter to pay paul effect, not to mention the extreme amounts of political in-fighting Hitler instigated to ensure no-one else could challenge him in power. Basically the Nazis system helped to cause its own downfall with in-built in-inefficiencies. The German army did an amazing job of the term "doing more with less" but that only works for so long before your system breaks under the strain. Soldiers arent machines and the longer you stress them no matter how effective or highly trained they eventually snap. You see this as the war drag on for the Germans in many ways. You make the same guy fight for longer and longer periods of time and watch all his friends die around him and eventually he doesnt care as much anymore and gets himself killed through not caring anymore.....Allies studied this effect extensively and its one of the reasons they rotated and tried to rest units more than the Germans...not to mention the allies usually had the units/men to spare for these rotations.




Production: Problem was that Hitler feared a revolution like the one that ended WW1 for germany. Therefore he did not went for total war before the battle of Stalingrad. On the opposite, soviets did since 06.41.
In essence every war economy is robbing Peter to give Paul. Problem is that Peter was quite poor in Germany and other axis countries.
German war economy was of course inefficient because of political fights.

I have no idea where you have your points for the war exhaustion of german soldiers from <<<<Edit: What i mean is: Where it drastically reduced fighting power? I especially mean psycological breakdowns>>>>. Please give me a source for this.
Martin van Crefeld is saying exactly the opposite at least for the American army what you state. Germans (as a lesson of WW1) were very good to keep unit cohesion and to rest soldiers. US Army had far less intense fighting then germany but had more psychological breakdowns then the Wehrmacht. Why? Because they did not emphasize the psychological side of war that much and saw the soldiers like a machine while the german Whermacht was very aware of this. Again, read Crefeld for details. It was of course difficult to give vacation to US soldiers if they have to cross the atlantic for this....
In addition, german units hardly broke apart, especially on the eastern front. They were able loose a lot of TOE percentage and still continue the fight at a degree western military never expected to be possible reasoned by an organization supporting unit cohesion.
This is especially true on the eastern front because becoming a POW of the soviets was a feared fate while being a POW of the Wallies is no death-in-gulag sencence. On eastern front there was no option except for continuing the fight for the soldiers: Surrender=Gulag, Refuse to fight=Wehrkraftzersetzung (difficult to translate, fighting power undermination or so)=being shot.


National Morale and all this stuff:
First i don’t see the sense of national morale including combat proficiency and all this stuff. Suggestion:
1) National Combat proficiency: Level of low level tactics and soldier training and low level leadership: Something the germans excel until the end even though the advantage is decreasing over the time because Allies getting better and quality of german personnel replacement (intelligence, physics, psychological aspects) lowered to replace losses
2) National Morale: Will to fight. Can drop for reasons to be defined but does not influence the multiplier explained above
3) Unit Experience: For every unit. When unit is filled up with new replacements, it loses some of the experience. This means that german unit experience will decrease over the time because of rising losses and armies which have high loss rates will never come over a particular experience level.
4) Unit morale: Unit will to fight. Final unit morale is a combination of unit morale based on past battles and national morale.
On this way everything can be separated and is not thrown into one big pot.


But lets assume the current system remains in place:
NM getting better with losses makes hardly sense IMO. You of course learn from mistakes but you also lose experienced man when taking losses. Both factors counterbalance. At least only take losses from fighting into account because how did the Kiev encirclement really improved the tactics of an infantry squad?
When only combat losses are taking, this could make players to do some thing historical soviets did: Attacking without any sense into MG fire with normal infantry during the first month and stuff like this. Then the suggestion sounds better but still contradictionary.


< Message edited by EwaldvonKleist -- 6/30/2016 6:57:40 PM >

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RE: WitE 2 - 6/30/2016 5:39:36 PM   
SigUp

 

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quote:

ORIGINAL: EwaldvonKleist

NM getting better with losses makes hardly sense IMO. You of course learn from mistakes but you also lose experienced man when taking losses.

You are confusing something. National morale is on the macro scale encompassing the doctrinal proficiency of an army. The experienced men you are talking about are on the micro scale and don't affect the macro scale all that much. One can easily diffuse the issue you raised by saying:

Soviet national morale (would prefer to alter the term): increases with losses
Soviet unit morale/experience: decrease with men lost

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RE: WitE 2 - 6/30/2016 5:48:09 PM   
MechFO

 

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quote:

ORIGINAL: EwaldvonKleist

I have no idea where you have your points for the war exhaustion of german soldiers from. Please give me a source for this.
Martin van Crefeld is saying exactly the opposite at least for the American army what you state. Germans (as a lesson of WW1) were very good to keep unit cohesion and to rest soldiers.


This is all arguably correct, but there was a constant bleed of experienced officers and Noncoms, which couldn't be compensated for. An infantry division in 42 was very different from 44.

http://forum.panzer-archiv.de/viewtopic.php?t=6952&sid=b42af9ffa32b0adb4fd8bad258d9ae3a

later pages have Werturteilungen which shows the tendency.


quote:

ORIGINAL: EwaldvonKleist
But lets assume the current system remains in place:
NM getting better with losses makes hardly sense IMO. You of course learn from mistakes but you also lose experienced man when taking losses. Both factors counterbalance.


The problem only comes when losses outstrip the ability to replace them adequately, this was the long term problem of the Wehrmacht which couldn't be compensated for, or there is not adequate time/space to absorb the lessons, this was the problem of the French.

Otherwise, they are necessary learning experiences, especially for the ones starting out with lower quality/organisations.

The Wehrmacht going into France without the experience of Poland would have been much less effective. UK/US army without NA and Sicily as a training field would have been very different creatures in 44.



< Message edited by MechFO -- 6/30/2016 5:54:46 PM >

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RE: WitE 2 - 6/30/2016 6:44:35 PM   
EwaldvonKleist


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@SigUp: Thanks for the clearification, but this has no influence on my main point: Losses through pockets (surrenders) should not be included in the calculation. The function NM(losses) should also be something like Sqrt or LOG/LN but not linear.
National morale should be renamed it is completely the wrong word how i understand it.
@MechFO: What is your point? I never questioned that german units were decreasing in some aspects. But the link is very interesting!
To express different what i mean: Experience and doctrine come from fighting and to some extent from losses. But by far not linear. It is enough to attack hidden AT guns 50times with your tanks to realize it is not the best idea. Doing it 1000 times does not help to improve tactics nationwide.
Soviet doctrine improvements did by the way not only came from unit experience but also because Stalin was forced to shot people for failure instead for no reason like he did before by the dramatic situation. Or less placative: He had to become a bit more rational and less paranoid during the war, leading to the release of imprisoned senior officers, engineers, more freedom and less purges etc.

Edit: About war exhaustion: I am not saying that they were not exhausted, both physically and mentally. But the german army was better in managing the war exhaustion, especially the mental exhaustion so they had few psychological breakdowns compared to the US army and most other armies too i think.


< Message edited by EwaldvonKleist -- 6/30/2016 6:54:02 PM >

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RE: WitE 2 - 6/30/2016 7:58:01 PM   
Capitaine

 

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I think it's not actually "losing the men", or casualties. It's all about combat experience. And perhaps the best way to measure aggregate combat experience in the game is through the level of losses sustained in combat. A running away "defense" means far less experience in combat and by implication far less casualties, so there wouldn't be as many cases to examine combat proficiency and how to change it.

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RE: WitE 2 - 6/30/2016 9:02:21 PM   
Flaviusx


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So far as pockets go, you'd be surprised how many Red Army big names made their way out of pockets, sometimes multiple times. Including the guy I have in my picture. They seemed to have learned something from the experience.

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RE: WitE 2 - 6/30/2016 9:47:23 PM   
EwaldvonKleist


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@Capitaine: The suggestion was that losses-->more NM My point is that it is not that simple and high losses does not have to lead to improvements. Please explain how Kiev Pocket changed doctrine of lower level commanders? Maybe of high level commanders but this is players business anyway so not influenced by NM.
@Flaviusx
And?
I can only repeat it: I agree to some parts that fighting on divisional level and below and the casualties coming from mistakes improve NM. Houndred of thousands of POWs taken in the big pockets in RL and ingame don't contribute to this developement because they result from mistakes done at levels not influenced by NM (high command levels).
Flavius your soldiers who escaped from pockets maybe learned to escape from taken POW and have gained some combat experience. Fine. Their ten times greater number of comrades who did not escape are just lost, nothing else then lost as people wearing a gun as well as people who can share their experiences to improve NM.

Just and example:
First case: German player grinds its way into Russia. Means a lot of fighting and therefore many possibilities to practice combat tactics for soviets divisional leaders and lower levels. Of course losses will be comparable low for soviets because no pockets just grinding, mostly dead or damaged but not POW.

Second case: German player makes super big pockets. Few fighting, few dead/damaged soviets but many POWs. Better play, more success=more soviet losses. Many soviets hardly see a fair battle because they are encircled most cases (yes you can fight in a pocket too but it is an "unfair" fight and your experiences will be lost once you surrendered).

Second case means higher NM aka better combat proficiency for soviets because of more. This makes zero sense but actually is what your suggestions will lead to.


< Message edited by EwaldvonKleist -- 6/30/2016 9:51:46 PM >

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RE: WitE 2 - 6/30/2016 10:10:26 PM   
Flaviusx


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My point here is that command staff made it out of those pockets, and that contributed directly to Soviet doctrinal improvements. The rock stars of Stalingrad onwards did not appear out of thin air. They were there in 1941 learning stuff in the school of hard knocks and constantly improving. The disasters of 1941 were not barren of results for the Red Army.

You're missing the big picture here with this excessively tactical focus. NM isn't about rifle squads or whatever.

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RE: WitE 2 - 6/30/2016 10:37:01 PM   
EwaldvonKleist


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@Flavius: What you are saying is correct they improved over the time from bitter lessons. Never questioned this.

NM: There is no big picture because NM in the end influences whether a division loses or wins a battle ordered by the player and some other stuff but all related to levels on or below division/soviet corps size. The performance above this is a question how the player shuffles his units around. Correct me if i am wrong you have more WITE exp. as a tester Flavius but this is how i understand the manual.
NM indirectly influences the combat strength and some hex entering costs and stuff like this of single on map units nothing else. Therefore, it can only represent the performance on and below divisional level, nothing else. So the tactical focus is what is needed here. I don't think big picture here because the big picture is our job as a player.

My main point is that the improvements on exactly this levels (division commander down to rifle squad) come from combat experience. Well, this can be measured to some extent by combat losses.
The millions POWs did not improve anything for the soviets except high command operations (better run then get pocketed...) but this is players business. I just want that if there is such a losses=more NM system only combat losses but not POWs are included what is that bad about this?

The guys who escaped from the pockets took the experience with them to build Red Army 2.0. The experience of the POWs was lost nothing else this is in essence what i want to say.


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RE: WitE 2 - 6/30/2016 11:02:50 PM   
chaos45

 

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@ewaldvonkleist

My reading of WW2 literature is quite extensive over the years, and in that there have been several studies of the psychological effects of long term exposure to combat---that has in turn guided how modern military still fights and acts. Sorry I dont remember the exact book/research articles but if you dig enough im sure you can find them.

One of the big findings of all sides was a correlation between time in combat and its effects on a Soldiers--these are studied facts.

The Facts are-3 Phases basically
1) A unit suffers very high losses when it first enters combat- due to lack of actual combat experience- These losses then quickly drop off after the majority of the unit has experienced actual combat.

2) the unit/Soldiers then become more and more proficient at combat and do a better and better job for awhile- I cant remember the timeline but it was around 6 months if I remember right.

3) Soldiers start to get careless- either because they havent been killed or wounded yet and feel invincible or they begin to break down psychologically and dont care if they live or die anymore due to more or less depression or other mental faults from loss of friends/comrades/daily death around them.

An yes even the Germans knew this and used a 3 regiment system for that reason---its the reason almost all modern type armies in WW2 used a 3 regiment/3 battalion system for 2 up 1 back rotations. As it was found that R&R even just behind the lines reset this cycle. Soldiers didnt need to go home although this did help morale tremendously--the key thing to the cycle was a period of rest weeks not in immediate danger where they could relax, let their guard down and be like normal people for awhile more or less.

However as the war went on and losses mounted with no replacements the Germans had to throw away this system and go to almost everyone on the line system- at that point their military really began to truly decline. The US Army's replacement system was horrible and one of its biggest failings I agree. However the rest cycle is pretty much a document psychological effect of war on Soldiers that was learned both before and reinforced during this period of human warfare.

I can tell you it still applies to this day in modern war, Soldiers get tired and burned out you can only operate at 100%+ go mode for so long before you run out of give a ****--US Army during the "surge" in Iraq with units deployed longer than 12 months and the demoralizing effect it had on the force is a perfect modern example of this. Also casualties showed the same trends- units usually took higher losses at the beginning and end of deployments...beginning due to learning combat and end due to carelessness.

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RE: WitE 2 - 7/1/2016 12:53:43 AM   
Capitaine

 

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quote:

ORIGINAL: EwaldvonKleist

@Capitaine: The suggestion was that losses-->more NM My point is that it is not that simple and high losses does not have to lead to improvements. Please explain how Kiev Pocket changed doctrine of lower level commanders? Maybe of high level commanders but this is players business anyway so not influenced by NM.


Re: pockets, I would argue surrender =/= combat loss, like you, so perhaps a way to only count losses from direct ground combat. The learning of high level commanders, though, would be significant too in increasing tactical proficiency across the board as NM reflects. You learn something from all experiences in conflict like this, at all levels, I would say.

There would need to be terms for these effects hammered out. For how long and/or how much would combat experience continue to increase NM? At some point NM would be normalized and losses would cease giving increases. So.. some terms to consider.

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RE: WitE 2 - 7/1/2016 2:07:51 AM   
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All this nitpicking about pockets is losing sight of the purpose for doing this in the first place: to keep Sovs from running away. Speaking bluntly, we are right back to square one here if we decide arbitrarily that pockets don't count here. Okay, I'll just go ahead and run then when it becomes clear that I'll get pocketed.

So let's do stop being turbonerds about this, please. Some degree of abstraction is unavoidable and even helpful.

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RE: WitE 2 - 7/1/2016 2:40:41 PM   
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I don't disagree with you Flaviusx, but if there are reasonable exceptions to the general rule, then at least it should be entertained. But by all means we shouldn't be hypertechnical on this either. I don't recall if the game's stats reflect prisoners vs casualties (I never paid much attention to the spreadsheet stuff), so I can't say how much a problem distinguishing them would be. I'm not overly concerned though. The principle of using losses is good enough to develop a proper mechanism in any event.

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RE: WitE 2 - 7/1/2016 3:47:50 PM   
rainman2015

 

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quote:

ORIGINAL: Flaviusx

All this nitpicking about pockets is losing sight of the purpose for doing this in the first place: to keep Sovs from running away. Speaking bluntly, we are right back to square one here if we decide arbitrarily that pockets don't count here. Okay, I'll just go ahead and run then when it becomes clear that I'll get pocketed.

So let's do stop being turbonerds about this, please. Some degree of abstraction is unavoidable and even helpful.


I agree with Flaviusx here. All of this is an abstraction and intended to guide us into more historical constraints/results, we are getting lost in the weeds now. If you put in this rule, but only for non-pocketed losses, then the Soviets would be even more inclined to never let themselves get pocketed, another non-historical downstream effect.

I am starting to see that using NM (or whatever better word gets used for what NM actually means) tied to both combat losses and to city losses, and also combined with Victory points tied to city losses (where VPs accrue turn by turn rather than just be added up as to who controls what at game end) could create a game that feels far more historical, preventing runaways from either side and causing Soviet counterattacks (to pump up the losses).

I realize that NM is a tricky thing and, if allowed to get too low/high, can have a huge snowball effect, spinning the game out of control. So, if it is used this way, it would have to be fine-tuned, probably with us as guinea pigs to get it really right once the game is released.

It seems that WITE2.0 also, in its game system, makes Soviet counterattacks a much more viable strategy for the Soviets early on, so combining the above with this and other WITE2.0 improvements could make a game that feels a lot closer to history.

Randy
:)

< Message edited by rainman2015 -- 7/1/2016 4:10:37 PM >

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RE: WitE 2 - 7/1/2016 4:30:08 PM   
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As regards making the game reflect history more, the most important things to me are:

1) Make the runaway strategy a non-starter, make it such that you WILL lose the game (for either side) if they play a runaway type strategy. Using NM will help with this, but the only way to really do it is with VPs that accrue turn by turn for cities, if you run too fast on either side, this can be setup such that you will lose the game by victory points, especially if you had a scenario with sudden death VP marks. MAKE them fight for the cities!

2) Make losses quite a bit higher, especially for the Germans (i know this horse has been beat to death on the forums), such that their army is actually bled white by spring 42 enough and they cannot be the force they were the year earlier, but Soviet losses are too low also of course, especially combat losses.

3) Make Soviet counterattacks during the first years (not just during blizzard) a really good thing for the Soviets to do. Right now, it is almost never a good idea, have to seriously pick and choose your time and place for any counterattacks.

4) Make supply more realistic (in the ways that WITE2 already does, so that one is done). Note that the more realistic supply also makes other non-historical things like the Lvov pocket opening, or the massive panzerball tactic in 42, or massing forces in areas where the rail could never have supported those levels of forces (right hook towards Leningrad?) much less viable, and also hopefully will recreate the lunge forward then stop and rest/build up supplies before the next lunge type of offensives that really occurred on the Eastern Front.

5) Make the air war more realistic, especially make interdiction a huge part of the air war (right now, it is just an afterthought) (in the ways WITE2 apparently already does, so that one is also done it seems)

WITE is already the best, most engrossing wargame i have ever played. Add the above, and it will 'feel' much more historical though.

Randy
:)

< Message edited by rainman2015 -- 7/1/2016 4:40:49 PM >

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RE: WitE 2 - 7/1/2016 5:05:15 PM   
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I think (1) is the only one on your list that has not been actively addressed so far. We are nowhere near setting VPs yet so that option is fully open. Whether we use NM in a more flexible manner is in the initial idea stage rather than accepted approach.

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RE: WitE 2 - 7/1/2016 7:50:11 PM   
HMSWarspite

 

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The idea of combat potentially improving combat doctrine is a very good one. I don't think there needs to be a different rule for each side either. There seem to be two competing factors in play: practice/experience in actual combat conditions, and the loss of the people who have this experience faster than they can pass it on. I think we are not talking individual or squad proficiency being what makes the big difference, but rather battalion, regiment/division coordination and usefulness. This in turn is a function of the commander but also the leadership chain down to the squad. The best trained squad on earth wont do well when put in the wrong place, without enough food, support or information. The Russians learned a lot as the war went on because they had a lot to learn, and despite heavy losses were able to capture the learning. The Germans had much less to learn in absolute terms,and so combats mainly produced casualties and loss of effectiveness.

The chance of learning something new in a combat is a function of having the combat and how good you were to begin with. Say each unit in combat has a chance of gaining a 'NM point', which is say 1-currentNM/ Thus at 40% NM, you gain a NM point 60% of the time. you then set a NM exchange rate... say 1000 NM points are needed to raise NM by 1%. Maybe attacks gain 2 NM points to reflect that mobile combat (attacks) teach you more. Maybe double it gain if the combat is a successful attack.

Then, simultaneously with this, the general corporate memory suffers from casualties (as well as the national will eyc), so you have a negative NM point per x casualties. Thus a linear negative for causlaies (with a dfferent value of x for each side), but a reducing one for combat. So Russia will increase o NM to a degree ( the less the overall casualty count the higher it goes). Germany, being much better to begin wit wil struggle to rise, rather casualties would drive t down. Cities could also be used to modify it - offsetting some casualties...

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I have a cunning plan, My Lord

(in reply to RedLancer)
Post #: 863
RE: WitE 2 - 7/1/2016 7:51:34 PM   
EwaldvonKleist


Posts: 2038
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From: Berlin, Germany
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Well lets end the discussion about NM here we have all described what we think and now Devs have to judge. Maybe it was the problem that you were more talking about the "whether" and i about the "how" but i don't want to go deeper into this and respect your opinion.

@chaos45: About the resting and soldier breakdowns:
A quote from you some posts ago:
quote:

Allies studied this effect extensively and its one of the reasons they rotated and tried to rest units more than the Germans...not to mention the allies usually had the units/men to spare for these rotations.

This made me writing my comment of disagreement because I have evidence against I have evidence against it (Creveld) and IMO what you wrote in this lines is just exactly the opposite of how history was. I agree with the rest of your post however some good points there (the original one and your answer to mine).
Good evening (at least from my point of view, not sure where you are writing from )

(in reply to RedLancer)
Post #: 864
RE: WitE 2 - 7/1/2016 8:33:07 PM   
chaos45

 

Posts: 1889
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yes I know I was fairly general- but both sides pretty much agree on the viewpoint of troops needing periodic rest.

The German commanders voiced it differently than allied commanders but for all effects it was the same argument and same viewpoints.

German commanders usually voiced this lack of a 3rd unit after 1941 basically as a lack of reserves/lack of fresh troops/lack of troops to exploit or create beneficial situations. It really all has basically the same reasoning for a command decision which is their troops were tired and fatigued and they lacked the fresh forces to fight the battle the way they would like. Fatigue builds up on the human mind over time and you need that rest otherwise your Soldiers performance will degrade and yes even the Germans knew this. Its why in the AGC which was somewhat quiet compared to the south they rotated units off the line to farm or do other non-combat duties when they thought the units could be spared from manning the front line. This in turn gave the troops a break from the War however limited the break was.

The allies did a more clinically extensive study but if you read the books written by German veterans that are truthful you will notice the same things being said about the effects on the troops over time. Also drug use of speed was fairly widespread in the early days of war Im sure causing other issues over time with combat effectiveness. Good short term benefits but once the war went on so long you start getting more and more negative effects from long term use.

German Soldiers did on the average perform very well when adequately trained, equipped, and led. So I have no arguments against superior german unit performance but they for a fact are not supermen as none of us really are. I can also salt my views with abit of real life Army experience at least in the US military in the modern environment. Luckily I havent been directly engaged in combat so far in my career but have spent time deployed overseas so know abit about what Soldiers go through over time....and psychological issues is honestly one of the bigger issues the Army still has during deployments.

In WW2 both sides had the same issues just culture and training differences in how they dealt with it you see instances of suicide by enemy fire being mentioned about several veteran german leaders as the war went on....my guess is this has something to do with the mental strain over time and not just for honor.

(in reply to EwaldvonKleist)
Post #: 865
RE: WitE 2 - 7/1/2016 9:50:56 PM   
rmonical

 

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Remember there is national morale at the macro level and combat experience at the unit level. My suggestion for pockets is no unit ever gets destroyed, it just takes much higher casualties when routing out. But gains experience. I want experience to possible be higher than morale - more like for air units. The experience/morale combination can show a lot more variability then is currently the case.

(in reply to chaos45)
Post #: 866
RE: WitE 2 - 7/3/2016 10:41:55 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
How do people feel about the Partisan War in WITE 2.0?

I really don't like mucking around with the partisan stuff in WITE at all.

I would rather see no partisan units or security units at all. Simply adjust the supply formulae to account for the effect they had and save some micro management.

Interested in other players thoughts on this.

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Post #: 867
RE: WitE 2 - 7/3/2016 10:49:02 PM   
NotOneStepBack


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I don't like bothering with the partisan war either, it's a nuisance at worst on the German side and on the Soviet side I usually have bigger fish to fry. Instead of straight abstraction, perhaps a middle ground could be achieved?

WITW handled it that you had to have a minimum amount of CV in a region or you'd lose massive VPs. I would say keep the CV req but if you don't have it in a region it hits supply rather than hurt your VPs

< Message edited by NotOneStepBack -- 7/3/2016 10:52:51 PM >

(in reply to Michael T)
Post #: 868
RE: WitE 2 - 7/3/2016 11:24:27 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
quote:

I would say keep the CV req but if you don't have it in a region it hits supply rather than hurt your VPs


I like that. I hope it gets transported to WITE 2.0.

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(in reply to NotOneStepBack)
Post #: 869
RE: WitE 2 - 7/4/2016 12:40:37 AM   
smokindave34


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I agree - I prefer the way it is handled in WITW regarding the minimum CV. A supply hit seems more appropriate than a VP hit. I had some massive VP hits in WITW because I was 1 CV short of my garrison requirements for a week.

(in reply to Michael T)
Post #: 870
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