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Old August 3rd, 2010, 06:26 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Muhail2:

You don't need to tell well known facts about Z-fire to me. I know that HMGs spraying at a tree-line some 400m from them do a nice job. I'm talking about z-fire at an unseen target 1-2 hexes away. Would real soldiers spray chaotically in almost 180 degree arc in front of them if they are ordered to supress "exactly this portion of treeline"?

APC is a heavy weapon, enough to make a squad abandon a building? Please, tell this to veterans of Grozny, they'll make a good laugh.
Most HMG's that are installed on APCs can, ocasionally, penetrate a wooden building. But a stone or concrete one? I doubt that.
What I meant by "heavy weapons" in my post was something like a 125mm HE-FRAG or RPO-A.

50 meters in a city is not a close combat. There a lot of cover in real 100 meters (1+1 hexes) so both sides can exchange fire a lot before inficting some serious casualties.

Moreover, think about the changes a little more. That would make fighting in the cities more complex: you'll have to fight for the whole city blocks. Let me explain it:
Game terrain generation engine likes to make towns, cities and villages made of distinctive building blocks, from 5-20+ hexes of different structures, separated by roads or occasional square.
Currently, it's not very important to control the whole block. It gives you no precise benefit.
But if the infantry inside the buildings become VERY hard to supress and rout with fire, you'll really want not to allow enemy soldiers cross the road into your block! If they manage to establish a bridehead, they will basically start to fight on equal terms, which is not good, considering that assaulting side usually have more men. You must really consider counter-attacking and assaulting them in 0 hexes hand-tohand combat to restore control over the block.
I don't know if it's very realistic or not, but that can give urban fighting that much-needed depth, that's currently lacking,
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