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October 5th, 2018, 02:55 PM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
Posts: 788
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Thanked 576 Times in 313 Posts
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Feature requests for 2019
1. Can we get a GoTo button in the Campaign Editor? For use when you need to add scenarios to the campaign node. It would be nice to have a GoTo to click and then select the scenario slot to choose from, similar to the Scenario selector, and also the Editor scenario selector and map selector's GoTo button.
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October 5th, 2018, 03:23 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Feature requests for 2019
I'll put it on the list but the list is already long
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October 5th, 2018, 08:24 PM
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Second Lieutenant
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Join Date: May 2012
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Re: Feature requests for 2019
While we're at it could we please allow arty below 155mm (down to, say 105mm) at least an outside chance of causing casualties to dug-in units? As it now stands it's pretty much pointless to have even 152mms blasting away well beyond the beater's advance in an assault. Even if they manage to suppress enemy units into retreat or rout the craters they create usually give the exposed squads, teams or crews time enough to recover. Thanks.
Last edited by jivemi; October 5th, 2018 at 11:52 PM..
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October 9th, 2018, 07:46 AM
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General
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Re: Feature requests for 2019
Quote:
Originally Posted by jivemi
While we're at it could we please allow arty below 155mm (down to, say 105mm) at least an outside chance of causing casualties to dug-in units? As it now stands it's pretty much pointless to have even 152mms blasting away well beyond the beater's advance in an assault. Even if they manage to suppress enemy units into retreat or rout the craters they create usually give the exposed squads, teams or crews time enough to recover. Thanks.
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Sort of see where you are coming from but causing the odd casualty will not make much difference overall unless perhaps its a crucial team.
Long barrages do work, talking 5 plus turns if you can afford it & the time but as mentioned best bet is to throw everything at an area for 1 or 2 turns and assault.
MBT later dates you have other options due to the lethality and accuracy of some weapons allowing stand off when assaulting but WWII arty is absolutely your best friend when assaulting. Needs planning due to call times and there is never enough but works well enough if get it right.
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October 9th, 2018, 08:52 AM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
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Re: Feature requests for 2019
Quote:
Originally Posted by jivemi
While we're at it could we please allow arty below 155mm (down to, say 105mm) at least an outside chance of causing casualties to dug-in units? As it now stands it's pretty much pointless to have even 152mms blasting away well beyond the beater's advance in an assault. Even if they manage to suppress enemy units into retreat or rout the craters they create usually give the exposed squads, teams or crews time enough to recover. Thanks.
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Personally I have not found this to be the case. To the point I have been playing a small US infantry company with attached Sherman platoon campaign game, and when I can afford 155, they are devastating to the Germans, its almost like cheating when I hit a dug-in area for 3-8 turns and then walk up and kill off the rest. Arty is pretty powerful when you use it correctly, even 80mm+ mortars are great at not only suppressing units they also usually have smoke.
Just my observations.
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October 7th, 2018, 12:44 PM
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Shrapnel Fanatic
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Re: Feature requests for 2019
...on the long list as well for discussion......BUT arty needs to be liberally applied to dug in troops. Lots of historical examples of long arty barrages that did not do what they were intended to do.... Now if you can stonk the area and get armoured infantry in there while the smoke is still clearing and the dug in troops are in route/retreat.... then you can do some damage but the timing has to be just right
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October 7th, 2018, 08:53 PM
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Second Lieutenant
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Join Date: May 2012
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Re: Feature requests for 2019
Didn't mean to suggest that arty was a panacea which can drive out dug-in troops by itself. Just to relieve some frustration attending repeated mass barrages which have no effect at all save increased suppression. Even a medium mortar (81/82mm) can get lucky once in a blue moon, although setting the floor at cratering 120mm might be more reasonable given the game's shorter time limits.
Anyway thanks for taking it under consideration, along with your (and Andy's) ceaseless efforts to improve this already wonderful game. Cheers!
Last edited by jivemi; October 7th, 2018 at 11:31 PM..
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October 8th, 2018, 08:03 AM
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Corporal
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Join Date: Mar 2015
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Re: Feature requests for 2019
Would it be possible to get a delete button for the scenarios page like the one for saved games? I have downloaded a lot of scenarios over the years that I don't care about playing again or no longer work with the current version and this would be an easy way to clean them out.
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October 8th, 2018, 10:20 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Feature requests for 2019
I will add it to the list that's only a promise to consider it
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October 9th, 2018, 12:20 PM
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National Security Advisor
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Re: Feature requests for 2019
Artillery is an attritional weapon - in order to achieve killing effect, especially on dug-in troops, it needs to be applied over a significant time. In the game, that means like 5 moves plus of application. And quantity has a quality all of its own WRT arty, and size does matter.
Lesser applications will produce a significant suppressive effect, which can be exploited with an assault into the stonked zone within 1 move, maybe 2 in order to sweep up the stunned troops who will likely be cowering in their tranches in "retreat" status. That is effectively "neutralised" in army parlance - routed (or severely suppressed) troops in trenches will tend to stay in these, rather than run out into the barrage. They may run if they know of enemy within 5 hexes or so though.
So if I am assaulting, I lay on the arty where I think the enemy is, and either run tanks with riders or mech inf into the zone, even walk in sometimes. The key here is control of the arty since you are "leaning into the barrage" by keeping very close behind it, so stray shells may wander into your assault group - so it is best to have a FOO right up with the attackers, using an AOP AFV (APC or FOO tanks say). In MBT you have FOOS with Thermal Imagers, or Ground Surveillance radars who can spot through the smoke and dust of the barrage - very useful.
Mechanised infantry,or tank riders, have the advantage that the carriers can stay that bit further behind the barrage compared to walking grunts, and then run in and poach the objective.
But if you just pound the ground and expect the enemy to be slaughtered - that wont happen. See WW1 for days-long barrages that left surviving defenders able to get their act together when the barrage lifted and set up a "reception committee". German storm-troop tactics, and the Canadians who were prime exploiters of "keeping right up with the barrage" tactic and so got in while the enemy were still neutralised did better in WW1 with quick neutralising barrages and then in with the bayonet ASAP.
So combined arms - neutralise with shed-loads of HE bricks, which do not have to be high-calibre "cratering" ammo, smaller sized HE is better for the troops leaning into the barrage in fact since drop-shorts are less lethal and the blast circle is smaller so letting dismounts get closer to the barrage line (which is why the 25 pounder was designed post WW1 by the UK). Then in with bomb and bayonet for the kill, using mechanised transport if you have it.
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