Re: Ideas how to improve WinSP MBT/WW2 !
These are ideas of my friend from S.P.R. : Muhail2
To it to not be registered in this forum, it tried, but unsuccessfully.
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Greetings.
I have recently played a streak of urban battles, involving different forces, mainly in modern period (80s-90s). At first it was a nice change from battles in somewhat open terrain, but as the battles progressed I found myself quite frustrated by the mechanics of close combat in cover in SPMBT.
Let me describe the problems:
From many field manuals I read (US and Soviet, mainly) I carried on the perception that urban fights are hard, time consuming and quite slow (in meters per hour, in comparison with "normal" maneuver battle). Small weapons fire and MG fire have almost no effect on the defenders of the building - it's even harder to surpress them. If one side wants to achieve decisive succes, they need to bring in really heavy guns, which can literally ruin the building on top the enemy soldiers, or courageously assault into the structure, using light and close combat weaponry in fierce room-to-room battles. In that assaults, experience and morale seem to play a decisive role. I remember reading that soviet assault engineers in WW2 (remember these guys in carapace armor and cool green-black camo?) were doing miracles with their special equipment and specialized training where standard units (although they were MANY more in numbers) were stopped to a halt.
And what we have in SPMBT?
Well, how should I describe it... Infantry racing from one building to another ("oh, Gawd, they wounded Kenny! We should immediatly pull back from this fortified stone bulding right into open plain!") after a single volley of automatic fire from 50 meters, with fast APCs following them and easily routing whole platoons with mere MG fire at close ranges.
Special forces and engineers suffering greivous losses from simple reservists - just because they moved to 50m.
Assaults? Supression fire? Forgeddaboudit. Just drop a few mortar rounds and rush in APCs to rout suppressed defenders.
I'm exaggerating, of course, but you get the picture.
What I suppose and what seems not so hard to implement from my consumer point of view:
-MUCH lesser effect of small arms fire on defenders, even at 50m. A little supression before the close combat assault, nothing more.
Stone buildings may even provide enough cover from projectiles such as RPG greandes and small caliber HE rounds.
Big warheads are nice as they are, maybe make them a little more effecient to suit my taste =)
-infantry clinging harder to their cover. I suppose no pullbacks until 50% casualties in squad, even more with great 80+ morale.
That would make assaults necessary to achieve breakthough in urban combat.
I never really had I chance to test current close combat mechanics in real game situations, so I wonder, what effect does experience has on them?
Yes, many things from here can be also applied to combat in forests and jungles. That could really spice up vietnam scenarios.
P.S. Oh, god! There are also fortifications in game! Trenches, foxholes! They could finally be more than simple "-X% to hitting ya".
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