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RE: On Demand Moto Division exploitation unit

 
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RE: On Demand Moto Division exploitation unit - 5/2/2021 11:34:49 PM   
carlkay58

 

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I think we also have to remember that it costs APs to do all of this in both the initial and each turn thereafter. This is not a small cost when you take into account the lower AP gains in WitE2. Yes the Soviets probably have more APs to spend than the Axis in 41 but as you get further into the war that shifts the other way. The largest AP expenditure is leadership changes quickly followed by depot creation and priority repairs. That does not leave much over for the offensive side to afford much motorizations. I do think that the first turn you motorize there should be a penalty and that the Soviet MP limit in 41 to extend to motorized units too.

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RE: On Demand Moto Division exploitation unit - 5/3/2021 12:25:34 AM   
HardLuckYetAgain


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The AP cost is "nothing" compared to what this can do for both sides. I think the AP argument is a Red Herring.


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RE: On Demand Moto Division exploitation unit - 5/3/2021 1:45:18 AM   
Beethoven1

 

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quote:

ORIGINAL: loki100

I'd suggest a good compromise is lower cv and some sort of MP malus. In the end these are not trained motorised infantry formations and presumably are using a mix of vehicles, so they really shouldn't be as good as specialists in the role?


From my experience with this, I would say that CV is not the main factor here. There are some circumstances where you might want to motorize a high CV unit, but there are also others where you are using motorization as a kamikaze weapon, where you would actually prefer to suicide-run with low quality cheap troops than with expensive ones. That is especially true for the Soviets in the first few turns, though it may also be somewhat the case later in the game for either side, potentially. If Germany has made an early game pocket with a little whole in it, and you want to break the pocket but need to motorize to get a few more MP to do it, you don't really want to send a high quality unit into the pocket. You want to send a low quality unit into the pocket, because you don't want to lose an additional unit. You also want to send a unit with less trucks, so that if that sacrificial unit gets encircled the next turn rather than routed, Germany will capture less trucks.

The best unit for that job is something like an understrength unready NKVD border guards unit, which only requires ~50 trucks to motorize and may have 50-100 men. I have had good results with those units, and also with motorizing e.g. unready understrength paratroopers with 400-600 men. They don't do any fighting, but they flip hexes, and that can easily be all you need to either open a pocket or to cut off supply for all the German Panzer divisions.


I would also add, however, that I think that balance problems temporary motorization are in no way just a Soviet issue. It seems to me like a big balance issue for Germany as well, especially on turn 1 in the north/center due to the special movement rules that you can benefit from. Motorization of low quality units can also be, I think, preferable for Germany. Germany can motorize security divisions for 1 AP and about 500 trucks, whereas it costs 3 AP and about 1500 trucks to motorize a regular infantry division. If you want, after motorizing the security unit, you can also break it down into 3 regiments, but still only pay 1 AP (and about 500 trucks) for having previously motorized the entire division. What is more, since it uses less trucks to motorize those divisions, that means you will have more trucks left over to supply your motorized troops as well as your regular divisions.

Sure, the security troops will have low combat value, but does every mobile division really NEED to have a high combat value in the first few turns especially for Germany? I don't think so. Germany should be able to use its regular mobile divisions for fighting, and use motorized security troops for exploitation into empty hexes. There is going to be a significant amount of undefended territory somewhere, and with ~50 MP, Germany can just drive those units in and take a whole lot of free land quickly.

Germany can easily motorize e.g. 5 (or more, not sure how many exactly they start with?) security divisions on turn 1, for just 5 AP. That is pretty much a no brainer, IMO. Rush them forward with the Panzers for some nice very cheap extra ZOC blockers. Even if one or two of them were actually eliminated by the Soviets, that would hardly be the end of the world. As one example, Germany usually doesn't try to get to the Narva river on turn 2-3. However, you could always just send 1 security division there (or even just 1/3 of one security division), to force the Soviets to defend there before they really have sufficient troops to do so, to stop you from crossing it without a fight.


In principle it is a nice idea for a feature and it can make the game interesting and potentially more varied, so I would say it should not be simply removed as an option at all, but just (probably) needs some sort of rebalancing/adustment. I don't know what exactly would be the best way to do that, but there are clearly a variety of plausible options. But I would say that making motorization simply be delayed by 1 turn is probably not the best solution. The reason for that is that it favors the attacker. If e.g. you are Germany, you could then be resting your Panzers on turn 3 to build up CPP, and have the knowledge that you will do a bit attack next turn. So motorize a unit, and then it can be used to exploit and hold pockets along with the Panzers the next turn. Whereas if you are the Soviets, you don't know in advance which turns Germany will do a big attack, so you don't know when you will need to motorize.

Likewise with roles reversed later in the war when Soviets are attacking.

(in reply to loki100)
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RE: On Demand Moto Division exploitation unit - 5/3/2021 7:09:45 AM   
tyronec


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quote:

Is this opening better or worse than one without using motorization? If it is better how much better is this opening compared to the standard opening for this campaign percentage wise?


Having played the RAR/StB opening many times I would say that using motorisation can make it significantly better for the Soviets, though I never thought to try it myself. Getting Infantry down to the area South of Stalingrad is what the Soviets should be aiming for and without motorisation it is not going to happen before T2.

I agree with there is an exploit here that is not good for game balance. Temporary motorised units should not have the ability move faster than their equivalent motorised units of the same Nationality. Would suggest the following:
Temporary motorised units get MPs up to the maximum MPs available for normal motorised units of the same nationality.
Temporary motorised units cannot move into unconverted hexes. This would allow them to follow behind say a Panzer division but NOT to flip hexes.
Maybe there should be some restriction on motorising units that start the turn out of supply or a long way from a source of fuel or trucks. Not sure if this is practicable or perhaps it already applies to some extent - have not done enough motorisation to know.

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RE: On Demand Moto Division exploitation unit - 5/3/2021 7:16:40 AM   
loki100


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quote:

ORIGINAL: tyronec

...
Maybe there should be some restriction on motorising units that start the turn out of supply or a long way from a source of fuel or trucks. Not sure if this is practicable or perhaps it already applies to some extent - have not done enough motorisation to know.



units need access to a depot with trucks to motorise, so in these instances it won't happen, or they will appear with low MP

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RE: On Demand Moto Division exploitation unit - 5/3/2021 11:16:43 AM   
Nix77

 

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Here's an example what the truck divisions can do to a sloppy German opening. I know the German opening is weakly constructed (it's my quick practice game), but I could just break all the pockets I wanted with the Soviet units at hand. In the north, all pockets were broken too.

We have a few uncalled visitors from across the Pripyat, SW Front, marked with red circles. Also notice the airborne team, ready to zoom away wherever they please.

Hmm... can't seem to post the picture? Anyway I had units from SW Front break the Bialystok pocket, and I have 3 airborne brigades with 45-48 MP sitting 50 miles from Minsk, ready for some serious pocket-breaking action (they weren't even needed).

< Message edited by Nix77 -- 5/3/2021 11:17:38 AM >

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RE: On Demand Moto Division exploitation unit - 5/3/2021 11:30:11 AM   
loki100


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och, fully agree - this is silly.

I'll make sure that Joel sees this thread.

I'm not so sure its a long term issue, such units will run low on MP if too far from depots but it clearly reduces T1 to who wants to spend the most AP on motorisation

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RE: On Demand Moto Division exploitation unit - 5/3/2021 1:42:28 PM   
Nix77

 

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I don't mind that the German side needs to be careful with their pockets and lines holding tight, but on some occasions a 48MP units appearing from the marshes at the beginning of the campaign is just too much.

I was already a bit dubious about temporary motorization when it was found out that Riga could be taken easily with a truckborne division on T1. Beethoven's motorized SEC division tactic obviously points out the flaws in the current state too.

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RE: On Demand Moto Division exploitation unit - 5/3/2021 2:21:35 PM   
HardLuckYetAgain


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quote:

ORIGINAL: Nix77

Here's an example what the truck divisions can do to a sloppy German opening. I know the German opening is weakly constructed (it's my quick practice game), but I could just break all the pockets I wanted with the Soviet units at hand. In the north, all pockets were broken too.

We have a few uncalled visitors from across the Pripyat, SW Front, marked with red circles. Also notice the airborne team, ready to zoom away wherever they please.

Hmm... can't seem to post the picture? Anyway I had units from SW Front break the Bialystok pocket, and I have 3 airborne brigades with 45-48 MP sitting 50 miles from Minsk, ready for some serious pocket-breaking action (they weren't even needed).


Matrix/Slitherine is having a file upload problem that needs to be fixed. Once that is done you should be able to post the picture. I believe I understand what you did and I thank you for that and still would like to see the picture.

I just don't have the time to prove this out for people with 4 AAR games and family errands all weekend.

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RE: On Demand Moto Division exploitation unit - 5/3/2021 2:22:38 PM   
HardLuckYetAgain


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quote:

ORIGINAL: loki100

och, fully agree - this is silly.

I'll make sure that Joel sees this thread.

I'm not so sure its a long term issue, such units will run low on MP if too far from depots but it clearly reduces T1 to who wants to spend the most AP on motorisation


O.O

Your eyes are open now ;-)

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RE: On Demand Moto Division exploitation unit - 5/3/2021 2:50:52 PM   
Zovs


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I think I also see the exploit in this now. But there should be some way to temporary motorize some subset of units for both sides without it being a gamey function. Perhaps even a limit to both sides?

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RE: On Demand Moto Division exploitation unit - 5/3/2021 3:30:47 PM   
MechFO

 

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quote:

ORIGINAL: Mehring

One solution would be to restrict such motorisation to administrative movement.


I think that would be the closest to historical usage.

Loading a conventional infantry unit on trucks for a ride is very different from having a proper motorized unit.

C&C along the entire command chain is a whole new world, not to mention that the drivers are not just there for driving, but an integral part of of a motorized unit and trained as such.

Reserve temporary motorization for when you need to quickly shift forces from one part of the front to the next.

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RE: On Demand Moto Division exploitation unit - 5/3/2021 3:40:01 PM   
MechFO

 

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quote:

ORIGINAL: tyronec
Temporary motorised units cannot move into unconverted hexes. This would allow them to follow behind say a Panzer division but NOT to flip hexes.


Even this I think is too much. The whole point of converted hexes is that combat is possible but not guaranteed, so needing extra precautions.

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RE: On Demand Moto Division exploitation unit - 5/3/2021 4:12:11 PM   
Bamilus


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Imagine what Pelton would've done with this exploit lol

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RE: On Demand Moto Division exploitation unit - 5/3/2021 5:17:32 PM   
Joel Billings


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I agree that using temp motorized units to break pockets, especially early on, is an exploit and not intended. That part can be dealt with in a few ways (limits on Soviets in 1941 and/or limits on their temp motor MPs, in addition could limit only to units very near a supply source). For now, I would fully support a house rule ban on Soviet temp motorization in 1941.

However, one of the reasons we wanted temp motorization to be possible was that our understanding is that both sides at times put together motorized task forces (mostly regiment size but possible some bigger). I thought this was done by the German infantry in 41, and also was heavily used by the Soviets in their 1945 offensive. In fact we considered starting several Soviet rifle divisions motorized in the Vistula scenario. It seems that each of the 3 major fronts in that offensive had the equivalent of several rifle divisions motorized. These were used to keep up with the mobile forces and guard their flanks. IIRC we added in many mechanized brigades to represent these tasks forces (usually made up of a tank brigade or several tank battalions along with accompanying motorized infantry/engineer forces. I'm not sure we're ready to give up on these forces by making temp motorized units only be able to move in friendly territory (assuming by administrative movement you mean movement only in friendly territory). One problem we used to have was the switch over to temp motorization usually resulted in very low MPs on the switchover turn. We finally fixed that just before release, IIRC, but perhaps it was that problem that was making them less able to break pockets in early testing and could be why this didn't come up in testing. These units probably should have lower max MPs like the early Soviet units.

We'll talk this over and see what ideas Gary/Pavel have, but I encourage you not to use these temp motorized units to break pockets (at least in 41), so some kind of house rule should be used until we get to this.

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RE: On Demand Moto Division exploitation unit - 5/3/2021 5:33:30 PM   
HardLuckYetAgain


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quote:

ORIGINAL: Joel Billings

I agree that using temp motorized units to break pockets, especially early on, is an exploit and not intended. That part can be dealt with in a few ways (limits on Soviets in 1941 and/or limits on their temp motor MPs, in addition could limit only to units very near a supply source). For now, I would fully support a house rule ban on Soviet temp motorization in 1941.

However, one of the reasons we wanted temp motorization to be possible was that our understanding is that both sides at times put together motorized task forces (mostly regiment size but possible some bigger). I thought this was done by the German infantry in 41, and also was heavily used by the Soviets in their 1945 offensive. In fact we considered starting several Soviet rifle divisions motorized in the Vistula scenario. It seems that each of the 3 major fronts in that offensive had the equivalent of several rifle divisions motorized. These were used to keep up with the mobile forces and guard their flanks. IIRC we added in many mechanized brigades to represent these tasks forces (usually made up of a tank brigade or several tank battalions along with accompanying motorized infantry/engineer forces. I'm not sure we're ready to give up on these forces by making temp motorized units only be able to move in friendly territory (assuming by administrative movement you mean movement only in friendly territory). One problem we used to have was the switch over to temp motorization usually resulted in very low MPs on the switchover turn. We finally fixed that just before release, IIRC, but perhaps it was that problem that was making them less able to break pockets in early testing and could be why this didn't come up in testing. These units probably should have lower max MPs like the early Soviet units.

We'll talk this over and see what ideas Gary/Pavel have, but I encourage you not to use these temp motorized units to break pockets (at least in 41), so some kind of house rule should be used until we get to this.


I do believe Germany using this in 41' should also be curtailed. A possible 5-8 extra Motorized Infantry Divisions is not something to take very lightly. I could agree to a (as in one) regiment, but having a whole extra Corps of German Motorized Infantry prancing around the battlefield could be devastating to the Soviets.

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RE: On Demand Moto Division exploitation unit - 5/3/2021 8:14:41 PM   
Denniss

 

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isn't it possible to simply limit the movement points they get from temp motorization to something between the value standard inf and standard mot inf get?

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RE: On Demand Moto Division exploitation unit - 5/3/2021 10:41:56 PM   
Joel Billings


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quote:

ORIGINAL: Denniss

isn't it possible to simply limit the movement points they get from temp motorization to something between the value standard inf and standard mot inf get?


Yes, I'd expect it wouldn't be too hard to do that. In reality in testing we sort of had that due to the way the MPs were being calculated on the turn of conversion (although after that turn it probably could get much higher).

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RE: On Demand Moto Division exploitation unit - 5/4/2021 10:26:52 AM   
guctony


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Before stamping it as an exploitation I think we should ask 3 questions

1) If motorization was available historically
2) Is motorization giving to much advantage to one side over the course of war
3) what is the fix. Is it a simple House rule or readjustment of game system.

My personal opinions would be as below

1) I do not have and document to support but I believe it was available historically and I think it is a requirement and used to a some degree on all sides. I have to find sources but it was used by Germans in 1943 to deal with Russian Dnieper river crossings. Maybe not in divisional level but at that time Germany didn't really have any full strength divisions in general. For my understanding is that motorization of divisions will be imperative in 1943 German defense operations and 1943-44 Soviet offensives.

2) well in overall understanding I don't find it to unbalancing the game in 250 turn radius. The only imbalance will come if one side is using it extensively and the other side not at all. But at the same time having this asset is much better than not having in the opening turns as I can also claim that most German players including me is relax with in first turns of game in regards to enveloping operations. Because I can equally argue that unless you perfectly/fully close the soviets envelopes you are not closing at all. I do not totally agree an envelope by ZOC. this is a another abstraction of the game which we have to accept it as there can be no special rules for just a tiny fraction of the game. For me if there are holes in the line soviets units will fly through. so motorization gives higher incentives for players to make a proper envelope Including me(as I suffered from it regardless of it was done by motorization or not). and I suspect many players coming from WITE like me focusing to this understanding. Enveloping in WITE east was much easier than WITE2.

3)First of all I would like to express my truss on the Developers. I am sure after ample feedback they will come up with a solution. Until that time has come it is very easy to agree on some house rules to fix the issue from the beginning of any new Game. But at the same time I urge players not to implement such rules in their ongoing games as we are still learning and understanding the game an its better to play first one or two games without house rules to understand what happening. I think this way we can provide best feedback for Dev's to take a decision. In other words its too early to take a stand.

To summarize currently I support the motorization of units as it gives a huge depth to planning and execution of the war. Also I am considering it was available historically. And we still have time for some adjustments after seeing the full picture (an AAR for full length of game). I am sure community and specially Developers will come up with a fix.

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RE: On Demand Moto Division exploitation unit - 5/4/2021 2:59:34 PM   
Karri

 

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What do the truck losses look like when motorising units? Is there any reason not to use trucks this way if the losses are low? Otherwise those trucks just sit in the pool doing nothing (until you run out of trucks anyways).

Also, I think historically it was quite usual to pool motorised elements to move units around, though not offensively.

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RE: On Demand Moto Division exploitation unit - 5/4/2021 6:36:40 PM   
Joel Billings


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We've already agreed that we need to block this for the Soviets in 1941. So players should absolutely refrain from doing this in 1941 for the Soviets.

The easiest thing we can do in addition to this is to cap the MPs of temp motorized units to 35 MPs, just as we do with motorized brigades.

I saw someone wrote about motorizing 4 German divisions in 1941. This would seem impractical, given it would use almost all of the APs each turn, and use up trucks that could be used in depots supplying units. In any case, they'd be worth a bit less if at 35 MPs. Given our admin movement rules, they'd still be able to move long distances in friendly territory, which is what the original temp motorization rules were intended for. Limiting to just friendly hexes would prevent them from being used in the ad hoc way that they were used at times in the war.

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RE: On Demand Moto Division exploitation unit - 5/4/2021 8:07:43 PM   
MechFO

 

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Looking through Army Group North in 41 I see a mention of an Infantry Regiment getting admin moved by truck from Oranienbaum to the Volkov, but that's it.

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RE: On Demand Moto Division exploitation unit - 5/4/2021 9:30:31 PM   
CapAndGown


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quote:

ORIGINAL: Joel Billings

We've already agreed that we need to block this for the Soviets in 1941. So players should absolutely refrain from doing this in 1941 for the Soviets.

The easiest thing we can do in addition to this is to cap the MPs of temp motorized units to 35 MPs, just as we do with motorized brigades.

I saw someone wrote about motorizing 4 German divisions in 1941. This would seem impractical, given it would use almost all of the APs each turn, and use up trucks that could be used in depots supplying units. In any case, they'd be worth a bit less if at 35 MPs. Given our admin movement rules, they'd still be able to move long distances in friendly territory, which is what the original temp motorization rules were intended for. Limiting to just friendly hexes would prevent them from being used in the ad hoc way that they were used at times in the war.


I would prefer something that effects both sides and is not limited to one year. To me the biggest thing that seems off about this is how the motorization MP bonus is so instantaneous. One would think that it would take a day or two to pull together the trucks needed to motorize foot units. So my suggestion is that on the turn that a unit is motorized it pay 25% of its SMP for that turn in acquiring the trucks. This would provide for a max of 38 MP on that turn. It would also prevent the Germans from motorizing on turn 1 since they have 0 SMP on that turn. After the turn on which the units were motorized they would have the same MP restrictions as regular motorized units.

< Message edited by CapAndGown -- 5/4/2021 9:32:03 PM >

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RE: On Demand Moto Division exploitation unit - 5/4/2021 9:47:46 PM   
guctony


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I would like highlight in Real life trucks available to German divisions were higher than claimed. Most divisions would acquire trucks on the way and did not proclaim them. It was evident in one case. When Germans start their retreat after Kursk operation towards Dnieper they realized they don't have enough transportation for moving stored supplies. So it is said that they announced Black Friday to German units for come get what they want. To everybody's surprise a lot of Trucks appeared from German divisions to collect to loot and stores were emptied in short order. It is said that one side effect of this action was a lot of left over vodka and second quality alcohol in the stores. As German unit took away only quality French booze. The end result was all advance Soviets units pillage depots and get drunk for two to three days. Which help German in their retreat. I might be wrong but I think it was Kharkov depots.

But in the end this is a specific case.

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RE: On Demand Moto Division exploitation unit - 5/5/2021 1:31:57 AM   
Beethoven1

 

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quote:

ORIGINAL: Joel Billings

I saw someone wrote about motorizing 4 German divisions in 1941. This would seem impractical, given it would use almost all of the APs each turn, and use up trucks that could be used in depots supplying units.


That is why if you are playing Germany, it is probably a good idea to motorize security divisions instead. Those will use 1 AP per division rather than 3, so you have a lot of AP still left over for other things. And in addition, they use about 1/3 as many trucks as an infantry division, so you should also have a good # of trucks left over to be used in depots supplying units. But they can drive just as far into empty land, of which there should be ample amounts in various places on the map in the first ~5 turns or so. The Soviets can't adequately defend everywhere at that point, so just drive and quickly take wherever they are not defending.

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RE: On Demand Moto Division exploitation unit - 5/5/2021 1:38:11 AM   
Beethoven1

 

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quote:

ORIGINAL: CapAndGown

I would prefer something that effects both sides and is not limited to one year. To me the biggest thing that seems off about this is how the motorization MP bonus is so instantaneous. One would think that it would take a day or two to pull together the trucks needed to motorize foot units. So my suggestion is that on the turn that a unit is motorized it pay 25% of its SMP for that turn in acquiring the trucks. This would provide for a max of 38 MP on that turn. It would also prevent the Germans from motorizing on turn 1 since they have 0 SMP on that turn. After the turn on which the units were motorized they would have the same MP restrictions as regular motorized units.


That sounds reasonable on its face to me, but I am not sure it is enough. I have done some things that probably should not be possible with well less than 50 MP, such as squeeze a motorized NKVD border guard unit into a pocket that was otherwise as well sealed as you could reasonably expect, thereby opening a pocket and getting Germany to rout, rather than eliminate, 6-7 divisions (saving tens of thousands of men with only a few hundred border guards, 50 trucks or so, and 1 AP). There are plenty of times when ~35 MP would be enough to do that, and you don't really need 50. Although your idea would make it harder and somewhat less frequent that you could do this, because the NKVD border guards would not always have their full possible MP/SMP at the start of each turn.

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RE: On Demand Moto Division exploitation unit - 5/5/2021 2:28:20 AM   
Seminole


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I think it should be addressed in two ways.
First, as you mentioned avoid giving the Soviets a way to exceed other mechanized MP limits.

Additionally, I would put an extra +1 malus on German and Soviet units (thus +2 for Soviet mot.) on moving in enemy territory, as they shouldn't be expected to do so with the practiced ease of organically mechanized formations.

Still valuable, but pulls their punch in a bit. Nixing it in '41 for the Soviets as well makes sense.

(in reply to Joel Billings)
Post #: 57
RE: On Demand Moto Division exploitation unit - 5/5/2021 7:17:36 AM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline

quote:

ORIGINAL: Beethoven1


quote:

ORIGINAL: Joel Billings

I saw someone wrote about motorizing 4 German divisions in 1941. This would seem impractical, given it would use almost all of the APs each turn, and use up trucks that could be used in depots supplying units.


That is why if you are playing Germany, it is probably a good idea to motorize security divisions instead. Those will use 1 AP per division rather than 3, so you have a lot of AP still left over for other things. And in addition, they use about 1/3 as many trucks as an infantry division, so you should also have a good # of trucks left over to be used in depots supplying units. But they can drive just as far into empty land, of which there should be ample amounts in various places on the map in the first ~5 turns or so. The Soviets can't adequately defend everywhere at that point, so just drive and quickly take wherever they are not defending.


to be honest, there is a divide in the playing community. One part takes a broadly common sense, I would never use Security Divisions as my advance guard, the other thinks 'they are cheaper to motorise'. Now neither group is right or wrong but its usually best they don't meet in the same MP game.

There comes a point where any complex game can be broken/exploited if you head off far enough from the basic design. Some/most can be dealt with some ease, but it can't legislate for every potential issue?

_____________________________


(in reply to Beethoven1)
Post #: 58
RE: On Demand Moto Division exploitation unit - 5/5/2021 4:45:11 PM   
RG11B19D

 

Posts: 18
Joined: 4/20/2020
Status: offline
Please. Don't do it!

A game doesn't change history. It allows us to peek into the past and learn. Games are not a book. They allow experimentation.

The sand box feel that instant motorized units is,
FUN!!! FUN!!! FUN!!!

Is it historical? Not really.
Is this a game? Yes.
Do we try to balance the 2. Of course.

Give us a toggle that allows us FUN. or Closer to history.

Two players who come to an agreement about motorized units is the best solution. imho

Don't force limited choices.
Give me freedom of choice.


(in reply to loki100)
Post #: 59
RE: On Demand Moto Division exploitation unit - 5/5/2021 5:31:57 PM   
Nix77

 

Posts: 561
Joined: 10/2/2016
From: Finland
Status: offline

quote:

ORIGINAL: RG11B19D

Please. Don't do it!

A game doesn't change history. It allows us to peek into the past and learn. Games are not a book. They allow experimentation.

The sand box feel that instant motorized units is,
FUN!!! FUN!!! FUN!!!

Is it historical? Not really.
Is this a game? Yes.
Do we try to balance the 2. Of course.

Give us a toggle that allows us FUN. or Closer to history.

Two players who come to an agreement about motorized units is the best solution. imho

Don't force limited choices.
Give me freedom of choice.




I want temporary motorized spaceships for the Germans, and Guderian should be able to tame and ride a Soviet sandworm. Now that would be FUN!

(in reply to RG11B19D)
Post #: 60
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