chuckfourth
Posts: 222
Joined: 10/26/2011 Status: offline
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Hi Morveal thank you for your reply, Yes that would help to solve that issue but more precisely being able to attach Artillery, Mortar and Rocket units directly to CU in the same way as other SU types attach, so they participate in every assault or defense of that CU unit, the same way as other attached units do, is what is needed. On the same topic It would also be very useful to be able to exclude some units from being randomly selected from the SU pool. In particular the AT and SPGun category of SU units. These units often get committed to attacks on infantry elements and so get worn out unnecessarily, they need to be, and were, preserved for use against armour. Random selection of these units favors the Soviets as these quality German assets are squandered in attacks where they make little difference. Exclusion would also allow the hoarding of German AA assets for when they are actually needed, when Soviets have air supremacy, rather than being slowly ground away participating in infantry assaults. AT, SPGun (Stugs excluded) and AA are fundamentally defensive assets and shouldn't be randomly wasted participating in attacks. AA is expensive and wherever possible was kept to its correct role as largely defending rear area assets form air attack. Ok so forts, once again there is a fundamental element missing. Where is Gustav and Dora? Gustav destroyed Sevastopol pretty much singlehandedly. Destroying forts is exactly what it was designed for. In fact all the German railway guns are missing. why I hear you ask? A cynic would say railway guns aren't in the game because the Soviets didn't have any. Anyway that brings me back to railways, So in my thread "How to fix the game" I provide references that clearly show the game has a German rail repair rate less than half what was achieved historically. I notice that even though rail is now cosmetic in the new 1.12.00 beta the rail repair rate remains less than half what it historically was. Obviously in relation to fortresses that halves the time it takes for Gustav to get to Sevastopol. That is of course if the Germans are allowed to have there railway guns back again at some stage. Have you read this article https://www.allworldwars.com/Comments-on-Russian-Roads-and-Higways-by-Max-Bork.html in this article Gen. Lt. a.D, Max Bork a Branch Chief in the Transportation Division of the German Army General Staff says "As a result of this planning and the measures taken the Germans succeeded in maintaining that part of the road net which was vital for their operations and in improving it sufficiently to meet all demands." referring to Army group north in the Baltic states. I would point out that no one has been able to show that this is wrong when it was raised in my "How to fix the game thread". In light of this isn't it important that the historical (correct) Baltic boundary is used rather than just a rough approximation. Not surprisingly the boundary favors the Soviets. Narva is incorrectly excluded, the line between Vilnius and Daugavpils is straight not bent into the Baltic, From Vilnius the boundary runs west should be southwest. Vilnius and Daugavpils are about 3 hexes in from the border not on it. All in all the Baltic looses about 100 hexes of its area. The article also says this "Rail traffic was not disrupted at any time in the area of Army Group South since there were no partisans there" I would suggest that if no one can supply any information confirming partisan activity (in particular rail disruption) in Army Group South's area then this comment should be taken seriously and implemented. Ethnically German populations existed in the Ukraine at this time and many Ukrainians welcomed the Germans. Despite all the detail this game continues to have holes in it as big as barn doors. All you need to do is get the details right in the first place and the holes will disappear. For example the "Surprise" rule. The Germans were clearly not twice as effective in week one than in week two. So this rule is a fantasy. It's had to be created because the basic detail is wrong in the first place. So lets fix the detail and we don't need the rule anymore. So what do we do? we replace the Surprise rule with weaker Soviet units (or Stronger German units). How weak I hear you ask? well that is simplicity itself, You just run the game without the surprise rule and with the now weaker Soviet units until the Germans are able to get where they got historically in the first few weeks or so. So you have now got rid of a Bogus rule that has no basis in reality and have used the initial German assault to CORRECTLY CALIBRATE the Soviet unit strengths vis a vis the Germans, because we know how far the Germans got in the first few weeks. http://samilitaryhistory.org/vol124lw.html Gustav destroyed Sevastopol on its own.
< Message edited by chuckfourth -- 9/25/2019 5:36:55 AM >
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