Sammy5IsAlive wrote: Tue Dec 12, 2023 4:56 pm
I don't think that the discussion above suggests any problem with how the game is at the moment? At least in terms of adding brigades as SUs
Not in general, one "X"-sized SU is fine but 3x3per Hex which adds about +50% of the Combat Units Manpower for me is overkill. Especially considering the large Ground Element Number added by such formations (Rifle Brigades), like their AT-Rifle Squads which are bloating those numbers and are soaking up large amount of shots.
Just look through some of the AARs and see what Soviets use as SU, small SUs are just waste of slots and therefore end up in TBs or being disbanded or never built altough being free to built.
Like, why would someone build/add 20 AT Guns (50 Ground Elements) in a AT Regiment which may kill 2 Tanks if you could just add 550 Ground Elements by a Rifle Brigade which even if they'd had no Guns at all, would still be better in soaking up shots and causing more tank losses due to retreat when winning.
Sammy5IsAlive wrote: Tue Dec 12, 2023 4:56 pm
If we assume that 1 corps = 3 divisions and 1 div = 2 brigades then a maxed out 3 Corps with 3 Bdes would be equivalent to around 12 divisions. If the German hex contains 2 divisions this would be a 6:1 force ratio.
....And that's exactly my point.

1Hex vs 1 Hex you can think about and calculate the numbers to somehow make sense (if you take the 18km) ...well as I pointed out I already struggle there...or they are little higher for balancing reasons which is also fine. But once you step out and add other Hexes/angles of Attack everything falls apart when using 2 or latest when you take 3 Hexes. Sure there's Reserve Activation and SUs but that's fully RNG based, so we can only rly calculate with what's 100%. Most likely attack you can get is a 2sided or 3sided one, so you end up with (using your generous calculation)
2*12=24Division-equivalents versus 3Divisions, so (using your system) a 8:1
12*3=36Division-equivalents versus 3Divisions, so (using your system) a 12:1
So your generous rounded explanation/immersion/math holds up until you reach Attacker hex number 3.
And yes I am ignoring German SUs completely, since the larger ones are small in number compared to hundrets of Soviet Brigade sized SUs they are neglectable/can't be present everywhere.
Sammy5IsAlive wrote: Tue Dec 12, 2023 4:56 pm
Whether the combat engine overly favors quantity is a different question. If it does, that is a combat engine problem, not a rules/realism problem with adding brigades as SUs.
And at that point this comment comes into place. Since there's only so many shots/hits possible for a defender. So even if you'd remove all capabilities of shooting for the attacker (like the stacking penaltie times 100), the Attack will still win due to having still more CV left in the end than the Defender (even tho the defender often retreats with still 70% or so ammo and 50% of Ready Ground Elements left).
In other games you may have some kind of "combat widths", so attacking with 20 Divisions means only 5 can fight, once you open another attacking axis, the 5 increases to 10....and so on or similar ways thinkable. That's what's "missing" but it is replaced by:
- Hex arrangement limits
- Combat Units per Hex
- Stacking penalties
And as said before I feel that:
- It needs to be clear what exactly a Hex represents (other than 10miles). For me it'd be somewhat clear how the Hex numbers add up (but that's just me as it seems).
- 3 is the cap, but a Brigade increases the Manpower of the Corps (~31,000 manpower) by ~5100 manpower. This times three ~15k gives a ~150% Corps....and this times three ofc. gives a 3x150% Corps = 4.5 Corps equivalents per Hex.
- As stated before, I assume the brigade sized SUs are negating the effect (altough it's hard to know since due to general RNG and the unknown scaling of stacking penalties).
But even if they wouldn't negate the effect or actually add their value to the modifier, since it doesn't change the actual CV you probably could still win by just having way more elements left than the enemy, so a 9:1 Odds would just become a 3:1 or so, since Axis usually only hit like 6-10k elements (out of often ~22k-30k+).
Sammy5IsAlive wrote: Tue Dec 12, 2023 4:56 pm
IMHO the discussion about hex length and attacking from multiple sides is a bit of a red-herring. The force ratios in Wiedrocks first extract are per km. In reality as in the game where there are salients in the front line an attacker might choose to attack a unit from two sides rather than having each section of the line attack the section directly opposite. In that situation the force ratios would be much larger than the per km figure.
My brain fails me here, I have no idea what you mean.
For sure we can not pinpoint everything to the last inch, but for me a 2 or 3 sided attack should at least make some sense when looking up the numbers, and for me it doesn't even do this using one Hex.
Maybe you mean something like adding a bonus when attacking from multiple directions? Like 1 Division each Hex in a Attack is better than 3 Divisions in one Hex in an Attack?
Rexzapper wrote: Tue Dec 12, 2023 4:18 am
Wiedrock, a very interesting table (GERvsSOV_ratios.png) about force ratios in the 1943 Kharkov and Kursk battles. What book is it from?
Don't own it myself. It's from "War by Numbers" by Christopher Lawrence.