Defending a river line

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golden delicious
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RE: Defending a river line

Post by golden delicious »

ORIGINAL: IronDuke

And your argument they are three feet deep and 10 yards across leads me to believe you are wrong and someone else right. Certainly every Military profressional in the history of warfare that dreaded the thought of an opposed river crossing has learnt something from your words today.

A narrow, slow-flowing, shallow river (there are plenty of these in the world, trust me) presents as many opportunities as it does problems. The defender will have a feeling of security which can be exploited. You can just ride over it (the Granicus), cross where it's less well covered (the Boisne), wait for it to freeze (the Delaware) or cross under cover of darkness.

Moreover any well-prepared position will have in front of it a patch of coverless ground which the attacker will have to cross. If the water is fordable then it is really no different
Answer the Gembloux question.

The whole offensive into central Belgium was a gigantic diversion. The Germans attacked where they did to make it look like it was the real thing.
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RE: Defending a river line

Post by Telumar »

ORIGINAL: golden delicious

ORIGINAL: ColinWright

On the other hand, I remember some anonymous creek in Alabama. It had cut itself a nice, sheer cut about thirty feet deep. That, in military terms, most certainly was a river. You could argue that we should then line the banks with escarpment, etc -- but I find 'river' is a convenient shorthand for the whole situation.

The escarpment solution also lets you have hexside rivers. Iron Duke will be very pleased.

Maybe the 'Eiserner Herzog' may take a look at 'Frozen Steppes' by Jarek Flis... Here's a teaser:





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golden delicious
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RE: Defending a river line

Post by golden delicious »

ORIGINAL: Telumar
Maybe the 'Eiserner Herzog' may take a look at 'Frozen Steppes' by Jarek Flis... Here's a teaser:

The downside of this solution is that these hexside "rivers" have weird effects on artillery and cannot be used in scenarios with mountain units.
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RE: Defending a river line

Post by Curtis Lemay »

ORIGINAL: IronDuke
they simply will not and indeed can not be mixed until someone attempts a crossing.
But they don't have to wait until all the western bank is secured whether we have river hexes or river hex sides, I don't see what you are getting at here.

What I'm getting at is that your point in bold above is wrong. They can and will get mixed without everyone ever being lined up neatly, each on their own side of the river. And that can be extrapolated to the tactical scale within the hex.
Now, just translate that to the micro scale internal to the hex. Tactically, the same thing will occur. There is actually no guarantee that there will ever be a magic instance in which everybody is neatly on their respective sides of the river. It can happen, but it will be an exception.

Incorrect.

No. It really is correct. Don't think of the hex as a monolithic block. Think of it as a giant tactical map, and combat on it like in a tactical wargame. There will be just as much complexity within that tactical map as with the Seine crossings. It is just as unlikely that there will be some magic moment where everyone is neatly on their respective sides of the river. It can happen, where one side falls back willfully. But with the more common situation of general combat in progress, it won't.
And if it isn't? If you're on the hex with an engineer unit, you suffer the same penalties even though you haven't crossed.

If it isn't a super river you don't need an engineer, or ferry ability. It's presumably shallow enough to ford. What is your point here?
Once in that area, the force will be offensively debilitated by being in that area. As I've said before, TOAW doesn't model the river as a boundary, but as an area. Neither way is perfect. Each has it's own merits.

But the river is a boundary, just like a trenchline or fixed fortifications.

That was a slip-up. How are trenchlines and fixed fortifications modeled in TOAW? That's right - as areas, not boundaries.

This sort of reminds me of the quandry Newton was in about light: Was it a particle or a wave? Of course, he never figured it out - because the answer was that it was both.

Rivers are similar. Are they a boundary or an area? Well they have properties of both. Yes, they have to be crossed. But they also snake around an area and provide transverse defensive benefits - like well designed trenches do.
But the maps are not so uber accurate this is actually a consideration, see hills above.

I think we want as little distortion as possible. If one method is more distorting then that's a strike against it.
But who was deliberating about macro above? Without prompting, units are crossing defended rivers on a small scale because you think it happens on the macro scale, yet here you're worried about a specific tactical consideration. Like I said earlier, why is transverse an issue, crossing hex sides models this by your direction.

You're the one wanting tactical issues to be non-abstracted. Nether method covers everything.
Let me ask you a question. Why do you think the Allies crossed so easily in so many places?

Because the Rhine was overrated as a defensive obstacle. I remember something about the German generals in charge there saying as much after the fact. But in the end, the fact that it was easily crossed is more important than anyone's opinion of why it was so easy.
Almost a third of your combat power. "Only" is in the eye of the beholder. It's also the same penalty applied to Marines wading ashore at Tarawa and GIs coming ashore at Omaha. Were these difficult operations? Norm seems to think the river crossing was just as perilous.

Tarawa and Omaha were heavily entrenched. Omaha had an escarpment. Had the defenders been in mobile deployment on the beach, they would have been slaughtered. The 30% penalty is not comparable to other terrain penalties.
No matter how you try to wiggle out of it, the costs are going to be huge for this.

So?

So this must be a low priority item.
Unless designers re do them. Designers have been tweaking their scenarios in line with changes since the dawn of time. Also, it is little about penality. You ignoring the issues with being in a river hex and defending, and having to defend river bridge hexes does not make them go away.

If you re-make the map you might as well start over from scratch. No one is going to do that. And there are vast numbers of scenarios that never get edited because the designers have moved on.
What high cost/high benefit items have been worked on to date?

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Telumar
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RE: Defending a river line

Post by Telumar »

ORIGINAL: golden delicious

ORIGINAL: Telumar
Maybe the 'Eiserner Herzog' may take a look at 'Frozen Steppes' by Jarek Flis... Here's a teaser:

The downside of this solution is that these hexside "rivers" have weird effects on artillery and cannot be used in scenarios with mountain units.

Sure. But in that particular case and scale (Frozen Steppes) most, if not all, artillery is placed inside the corps or division units and "non-ranged" so to speak. Otherwise you're correct.
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RE: Defending a river line

Post by ColinWright »

ORIGINAL: Telumar

ORIGINAL: golden delicious

ORIGINAL: Telumar
Maybe the 'Eiserner Herzog' may take a look at 'Frozen Steppes' by Jarek Flis... Here's a teaser:

The downside of this solution is that these hexside "rivers" have weird effects on artillery and cannot be used in scenarios with mountain units.

Sure. But in that particular case and scale (Frozen Steppes) most, if not all, artillery is placed inside the corps or division units and "non-ranged" so to speak. Otherwise you're correct.

In other words, we can have hexside rivers this way...if we're willing to accept no separate artillery units and no ranged artillery fire.

That is, assuming we see hexside rivers as a good in the first place. This sounds like you're prepared to let me move to Oklahoma -- if I pay a $400,000 entrance fee.
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RE: Defending a river line

Post by Telumar »

ORIGINAL: ColinWright
ORIGINAL: Telumar

ORIGINAL: golden delicious




The downside of this solution is that these hexside "rivers" have weird effects on artillery and cannot be used in scenarios with mountain units.

Sure. But in that particular case and scale (Frozen Steppes) most, if not all, artillery is placed inside the corps or division units and "non-ranged" so to speak. Otherwise you're correct.

In other words, we can have hexside rivers this way...if we're willing to accept no separate artillery units and no ranged artillery fire.

That is, assuming we see hexside rivers as a good in the first place. This sounds like you're prepared to let me move to Oklahoma -- if I pay a $400,000 entrance fee.

I'll let you know my bank conection. Check your PM ..and thanks in advance..a quarter goes to the TOAD team for development of TOAW IV.

Seriously. I won't and don't want to promote the hexside rivers feature a la Jarek Flis. And as i said in response to Ben, he's correct, it has strange effects.

Iron Duke has some points as has Bob - but TOAW is as it is and i also don't see a reason, regarding costs/benefits, from changing over to hexside rivers. If you asked me, for TOAW IV i would prefer hexside rivers..

And now let me drop off this interesting, but heated discussion...
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RE: Defending a river line

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ORIGINAL: IronDuke
they simply will not and indeed can not be mixed until someone attempts a crossing.
ORIGINAL: Curtis LemayWhat I'm getting at is that your point in bold above is wrong. They can and will get mixed without everyone ever being lined up neatly, each on their own side of the river. And that can be extrapolated to the tactical scale within the hex.

And with respect you're very wrong. Sides only intersperse where parts of the river's length may not be held for example. That's fine because you can get across the river in those places and not get over it in another where it is held as things stand in the game right now.

Arriving at a river, a Commander will either throw his men across hastily if he thinks he stands a chance or pause whilst he waits for Corp assets to assist him in a prepared deliberate crossing. Either way, though, he concentrates to improve his chances thus precluding any peacemeal crossing in the way you are simulating.

I can "half see" that at 50 km per hex some of these attempts might be successful and others not successful within a hex that wide. However, given the units being deployed at that level are Divisional or as likely Corp strength, you can' simulate battalions or regiments getting across in such a way that entails the entire Corp to suffer defensive penalties, surely.

However we read it, units don't mix in hexes in TOAW, it's as simple as that. Therefore, the rules only work where you assume everyone is in one hex or another.
No. It really is correct. Don't think of the hex as a monolithic block. Think of it as a giant tactical map, and combat on it like in a tactical wargame. There will be just as much complexity within that tactical map as with the Seine crossings. It is just as unlikely that there will be some magic moment where everyone is neatly on their respective sides of the river. It can happen, where one side falls back willfully. But with the more common situation of general combat in progress, it won't.

But with the one hex exception around Remagen IRC, everyone was in this position around the much discussed Rhine, if you set up a map within a TOAW scenario. The same at the Meuse in 1940 until Guderian launched his assault. You can't simulate that tactical complexity within this game by postulating combats in the way you want to. Such occasions depend on tactical circumstance, but your preference seems to be for rules which automatically assume these circumstances occurred.
Once in that area, the force will be offensively debilitated by being in that area. As I've said before, TOAW doesn't model the river as a boundary, but as an area. Neither way is perfect. Each has it's own merits.

But the river is a boundary, just like a trenchline or fixed fortifications.
That was a slip-up. How are trenchlines and fixed fortifications modeled in TOAW? That's right - as areas, not boundaries.

Areas you don't get into or past until you make an assault, which essentially means they act like boundaries does it not? You don't cross a trenchline without violence, but under you're thinking, we're simulating (whether it was possible or not - you overestimate how often it happened) the patrolling or or small and very small unit hasty crossing of individual sub-units regardless of the scale in river hexes (which can go as low as say 2.5 km per hex).
Rivers are similar. Are they a boundary or an area? Well they have properties of both. Yes, they have to be crossed. But they also snake around an area and provide transverse defensive benefits - like well designed trenches do.

But if they snake, your defending forces still only dig in on one side IRL (in a snake like line), meaning they still act as boundaries.
But the maps are not so uber accurate this is actually a consideration, see hills above.
I think we want as little distortion as possible. If one method is more distorting then that's a strike against it.

Distortion is inevitable with the mapping tools and rules being used, and the scales sometimes employed. Indeed, it's inevitable and to be welcomed if the alternative is rules which simulate the mixing of units in and around rivers even where it never and couldn't happen.
But who was deliberating about macro above? Without prompting, units are crossing defended rivers on a small scale because you think it happens on the macro scale, yet here you're worried about a specific tactical consideration. Like I said earlier, why is transverse an issue, crossing hex sides models this by your direction.
You're the one wanting tactical issues to be non-abstracted. Nether method covers everything.

No, I just want the simplest option which makes sense. You arrive at a river and stop unless you're ordered across. What is so hard about that? Put another way, we arrive at towns and don't simulate aggressive patrolling of the defences do we? We only launch our urban assault if the units are told to.
Let me ask you a question. Why do you think the Allies crossed so easily in so many places?
Because the Rhine was overrated as a defensive obstacle. I remember something about the German generals in charge there saying as much after the fact. But in the end, the fact that it was easily crossed is more important than anyone's opinion of why it was so easy.

I disagree wholeheartedly on both points. What sources lead you to believe the Rhine was relatively well defended? Secondly, how can the fact it was easily crossed be more important to us? If we're writing rules, we surely need to know what factors made something happen. Under this logic, we would have amphibious assaults always costing nothing at all because it was a doddle getting ashore at Anzio. We don't, of course, because there were specific factors (that are more important than the "fact that it was easily crossed") at play at Anzio.
Almost a third of your combat power. "Only" is in the eye of the beholder. It's also the same penalty applied to Marines wading ashore at Tarawa and GIs coming ashore at Omaha. Were these difficult operations? Norm seems to think the river crossing was just as perilous.
Tarawa and Omaha were heavily entrenched.

Aha, so the fact that we got across the Rhine is not more important than the factors at play is it, because the Anzio experience wasn't repeated at Tarawa or Omaha. Shall we reconsider the Rhine question now. Why did we get across the Rhine so easily, but get slaughtered on the Rapido?
Omaha had an escarpment. Had the defenders been in mobile deployment on the beach, they would have been slaughtered. The 30% penalty is not comparable to other terrain penalties.

the 30% penality reflects the difficulties of deploying weaponry and firepower whilst in a boat, the vulnerability of that water borne assault and the narrowing of tactical options for the attacker. It is well justified and applies whether the bank is well defended or not. It only really matters when the bank is well defended, though, because the 30% reduction affects the relative combat strengths much more than when the bank is relatively poorly defended. Herein lies the golden rule re river assaults. They are easy if the enemy are nowhere in sight, really difficult and bloody if he is well dug in on the other side in anything like comparable numbers to the attacker.
No matter how you try to wiggle out of it, the costs are going to be huge for this.

So?
So this must be a low priority item.

Not what I've been arguing, and not what the counter argument has been. Also, since huge cost/huge gain stuff has thus far been thin on the ground, then what else is there to argue about.
What high cost/high benefit items have been worked on to date?
Equipment editor.

I would not rate this so highly but that's a completely separate argument.

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RE: Defending a river line

Post by ColinWright »

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RE: Defending a river line

Post by IronDuke_slith »


ORIGINAL: IronDuke

And your argument they are three feet deep and 10 yards across leads me to believe you are wrong and someone else right. Certainly every Military profressional in the history of warfare that dreaded the thought of an opposed river crossing has learnt something from your words today.
A narrow, slow-flowing, shallow river (there are plenty of these in the world, trust me) presents as many opportunities as it does problems. The defender will have a feeling of security which can be exploited. You can just ride over it (the Granicus), cross where it's less well covered (the Boisne), wait for it to freeze (the Delaware) or cross under cover of darkness.

But, if it freezes, it isn't a waterborne assault any longer is it. If it isn't well defended I don't have an issue with it being easier to cross as I've already made clear. But even your topographical type is a problem if they are well dug in and aren't feeling overconfident (something the game doesn't model at that tactical level anyhow so is academic to this discussion).
Moreover any well-prepared position will have in front of it a patch of coverless ground which the attacker will have to cross. If the water is fordable then it is really no different

Well, it does in so much as even coverless ground will give hollows etc. Hollows in fords just drown you if you look for cover. Besides, historically, even if you couldn't cover the whole river with defences, you made sure the fords and bridges were securely held meaning fords are likely to be tougher than any comparable piece of ground simply because of what they represent.
Answer the Gembloux question.
The whole offensive into central Belgium was a gigantic diversion. The Germans attacked where they did to make it look like it was the real thing.

Yes it was, but the fact it was a diversion did not cause them to abandon all principles of warfare. It had to look like the real thing, which meant they went for the gap because no Military Commander crosses a river unless he has to to make the plan work, because (As I keep hypothesising) it was difficult to cross rivers in the face of resistance.

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RE: Defending a river line

Post by IronDuke_slith »

ORIGINAL: ColinWright

.


Why did you take this out? I thought it was a good attempt at humour and not offensive or anything (at least I didn't find it so).

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RE: Defending a river line

Post by hank »

I've been reading this thread for several days now and find the debate very interesting.  I play three games regularly:  TOAW III, Battlefront and Panzer Campaigns.  Battlefront and Panzer Campaigns use hex side rivers.  TOAW is the only one I've played without hex side rivers.
 
Keep up the dialog.  Its quite interesting.
 
 
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RE: Defending a river line

Post by Curtis Lemay »

ORIGINAL: IronDuke
And with respect you're very wrong. Sides only intersperse where parts of the river's length may not be held for example. That's fine because you can get across the river in those places and not get over it in another where it is held as things stand in the game right now.

No. I'm completely and totally right. They definitely were mixed along the Seine in 1944. That's the general case. It was the case for every other river from Normandy to the Rhine as well. The few cases where they were all lined up each on their own sides of a river were the exceptions.
I can "half see" that at 50 km per hex some of these attempts might be successful and others not successful within a hex that wide.

Maybe there's some hope for you yet. Although I think you're now being willfully obtuse, I'll try one last time.

Try this: Envision a 2.5km/hex scenario with rivers in it. Envision combat along those rivers. Will those rivers be breached in 20 hex wide spans? Because that's 50km. What about 10 hex spans? That's 25km. What about 4 hex spans? That's 10km. Would players wait until all enemy units are cleared from one side of the river before attempting any crosses anywhere?

The answer is no in all cases. The rivers would mostly be crossed in single hex breaches. And breaches will be attempted as soon as the force is in place to try - long before all resistance has been cleared from the friendly side of the river.

So, at the very least you should be able to "half see" that intermixing will occur for all cases above 2.5km/hex. Then all you have to do is "half see" a tactical board game to get it for 2.5km/hex too.
However, given the units being deployed at that level are Divisional or as likely Corp strength, you can' simulate battalions or regiments getting across in such a way that entails the entire Corp to suffer defensive penalties, surely.

However we read it, units don't mix in hexes in TOAW, it's as simple as that. Therefore, the rules only work where you assume everyone is in one hex or another.

That wasn't the point. The point was that if the river is modeled as a hexside, then both sides are neatly on one side or the other of the river. If it's modeled as a hex, then that is not the case. The unit on the river can be across in some places and not in others. The crossing is only fully completed after the unit moves beyond the river hex (and pays the river combat penalty in the process).
But with the one hex exception around Remagen IRC, everyone was in this position around the much discussed Rhine, if you set up a map within a TOAW scenario. The same at the Meuse in 1940 until Guderian launched his assault. You can't simulate that tactical complexity within this game by postulating combats in the way you want to. Such occasions depend on tactical circumstance, but your preference seems to be for rules which automatically assume these circumstances occurred.

The Rhine and the Meuse were exceptions.
Areas you don't get into or past until you make an assault, which essentially means they act like boundaries does it not? You don't cross a trenchline without violence, but under you're thinking, we're simulating (whether it was possible or not - you overestimate how often it happened) the patrolling or or small and very small unit hasty crossing of individual sub-units regardless of the scale in river hexes (which can go as low as say 2.5 km per hex).

Is there any terrain you might think should be modeled as areas? You don't get to a forestline until you assault. You don't get to the mountain defenses without violence. Etc. etc. This is getting ridiculus. Trenches are modeled as areas for good reason. They have transverse defense benefits - just like rivers.
But if they snake, your defending forces still only dig in on one side IRL (in a snake like line), meaning they still act as boundaries.

Wrong on both counts. They could be mixed as to where they've crossed or not, and if modeled as boundaries they would not provide transverse defensive benefits.
Distortion is inevitable with the mapping tools and rules being used, and the scales sometimes employed. Indeed, it's inevitable and to be welcomed if the alternative is rules which simulate the mixing of units in and around rivers even where it never and couldn't happen.

The quantity of distortion is not inevitable. Some methods are less distorting than others. And since mixing usually did happen that extra distortion would be doubly unwelcome.
No, I just want the simplest option which makes sense. You arrive at a river and stop unless you're ordered across. What is so hard about that? Put another way, we arrive at towns and don't simulate aggressive patrolling of the defences do we? We only launch our urban assault if the units are told to.

What are you talking about? Stop at the river hex. There is no mechanism that forces you to enter it. And apparently what "makes sense" to you is to ignore all tactical considerations but one.
Aha, so the fact that we got across the Rhine is not more important than the factors at play is it, because the Anzio experience wasn't repeated at Tarawa or Omaha. Shall we reconsider the Rhine question now. Why did we get across the Rhine so easily, but get slaughtered on the Rapido?

Again, the "why" is theory. Stick to the facts. Fact: the Rhine was crossed easily in multiple places in 1945. You are welcome to your opinion as to why. I've expressed mine.
the 30% penality reflects the difficulties of deploying weaponry and firepower whilst in a boat, the vulnerability of that water borne assault and the narrowing of tactical options for the attacker. It is well justified and applies whether the bank is well defended or not. It only really matters when the bank is well defended, though, because the 30% reduction affects the relative combat strengths much more than when the bank is relatively poorly defended. Herein lies the golden rule re river assaults. They are easy if the enemy are nowhere in sight, really difficult and bloody if he is well dug in on the other side in anything like comparable numbers to the attacker.

It's a 30% reduction. That's all. You simply can't wiggle out of that. And it gets imposed now - just not exactly like you want. Most of the problem for assaulting comes from the other terrain and deployment mode that the defender enjoys.
Not what I've been arguing, and not what the counter argument has been. Also, since huge cost/huge gain stuff has thus far been thin on the ground, then what else is there to argue about.

It's been a large part of the counter argument. This is a very high cost change. As for its benefits, you can't even prove that scenarios will work better with it. That's the bottom line. And there are plenty of other, much more important, issues to discuss.
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RE: Defending a river line

Post by ColinWright »

ORIGINAL: Curtis Lemay


No. I'm completely and totally right.

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RE: Defending a river line

Post by freeboy »

Guys, think abstraction and all these worries go away, you can simply use your best judgement and the power of your immagination! these GAMES are not recreative simulations, they are games that NEED the power of suspension of unbelief, and its opisate the power to imagine what you are seeing..
THUS
If you imagine the river as shown currently, and the troops in the next hex as behind the river you have no issue.. scaling issues aside
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RE: Defending a river line

Post by vahauser »

Curtis, Curtis, Curtis.  Where DO you get your ideas?
 
The only "intermingling" along rivers occurs when one side is attacking and has forced a bridgehead.  The vast majority of history says that rivers are a natural boundary that both sides set up along opposite sides.  Only when one side attacks does the river get crossed and the two sides get "intermingled".  Hexsides for rivers works just fine and is perfectly historical.
 
I want you to show me documentation where "intermingling" has historically occurred when neither side was attacking.  I know of a few instances where this is the case.  But for every instance where you (or I) can cite an historical example of "intermingling", I can cite 10 cases where "intermingling" did not occur until one side attacked.  "Intermingling" is the exception and not the rule.
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RE: Defending a river line

Post by a white rabbit »

..primarily rivers are a scale-thing, what's a river at 2.5k/hex may well be invisble at 50k/hex, there is a designer tendency to over-egg the damn things..
 
..a river hex is not just the river but the surrounding, usually flattish/slight or steep, slope to the exit point, look at McBride's latest desert terrain, which is not all sand, the same applies to rivers..
..toodA, irmAb moAs'lyB 'exper'mentin'..,..beàn'tus all..?,
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RE: Defending a river line

Post by Curtis Lemay »

ORIGINAL: vahauser

Curtis, Curtis, Curtis.  Where DO you get your ideas?

I gather from this that your ideas must be dazzlingly superior to mine.
The only "intermingling" along rivers occurs when one side is attacking and has forced a bridgehead.  The vast majority of history says that rivers are a natural boundary that both sides set up along opposite sides.  Only when one side attacks does the river get crossed and the two sides get "intermingled". 

So what? Attacking or not attacking, they still get intermingled. Again, think of a 2.5km scenario (I recommend Kaiserschlacht 1918 [:)] ). Are all crossings of the rivers in those scenarios 20 hexes wide (50km hexes)? 10 hexes wide (25km hexes)? 4 hexes wide (10km hexes)? Even 2 hexes wide (5km hexes)? No, they will generally be only 1 hex wide. That at least translates to intermingling at all scales above 2.5km. (It's true for 2.5km too, but I can't yet point to smaller scale TOAW scenarios.)
Hexsides for rivers works just fine and is perfectly historical.

It fails to model transverse defensive effects and intermingling. River hexes are better at that. There is also less spacial distortion imposed on the map. But, as I've stated, neither method is perfect.
I want you to show me documentation where "intermingling" has historically occurred when neither side was attacking.  I know of a few instances where this is the case.  But for every instance where you (or I) can cite an historical example of "intermingling", I can cite 10 cases where "intermingling" did not occur until one side attacked.  "Intermingling" is the exception and not the rule.

I specifically listed the Seine in 1944, and every river between Normandy and the Rhine as well. It's the general case. And even in the case of the Rhine, the only reason they ever all lined up on it was because Ike specifically wanted to clear all resistance west of it before making a try to cross. Note that the Germans didn't just fall back to the Rhine, by the way. They set up west of it - for good reason. West of the Rhine had lots of hills, forest, and fixed fortifications - defenses the Rhine couldn't match.
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IronDuke_slith
Posts: 1385
Joined: Sun Jun 30, 2002 4:00 pm
Location: Manchester, UK

RE: Defending a river line

Post by IronDuke_slith »

ORIGINAL: vahauser

Curtis, Curtis, Curtis.  Where DO you get your ideas?

The only "intermingling" along rivers occurs when one side is attacking and has forced a bridgehead.  The vast majority of history says that rivers are a natural boundary that both sides set up along opposite sides.  Only when one side attacks does the river get crossed and the two sides get "intermingled".  Hexsides for rivers works just fine and is perfectly historical.

I want you to show me documentation where "intermingling" has historically occurred when neither side was attacking.  I know of a few instances where this is the case.  But for every instance where you (or I) can cite an historical example of "intermingling", I can cite 10 cases where "intermingling" did not occur until one side attacked.  "Intermingling" is the exception and not the rule.

God save Texas....[;)]

It's late here so I'll come back to respond to Curtis tomorrow but suffice to say I think this about sums it up. Even if we assume that some mingling might happen in a 50 km wide hex because any attack within the hex would not be designed to breach that wide an expanse, no breach within that hex would occur until the attacking unit had actually been ordered to get in the boats and charge. This is what is missing from curtis's theory....attacking intent.

No matter how wide the hex, no one is going across until the order is given. Deliberate river assaults are serious set piece affairs. You can't assume intermingling if both sides want to defend.
Iron Dragon
Posts: 15
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RE: Defending a river line

Post by Iron Dragon »

I would like to toss my two(mebbe one) cents in here if I could.
I don't have a problem with river hexes.  They are significant terrain features and obstacles from a military stand point.  Forces involved in a conflict are not always in contact throughout the entire front.  There are always areas of 'no mans land'.  If both sides want the defensive bonus of the river, then you will end up with areas that are not occupied.  That's life, that's war.  You're not always going to grab the belt of the enemy if you aren't going to gain any benefit from it.
However, it is more difficult to take a bridge intact.  To solve the flanking issue in regards to holding the bridge hex, how about creating a defensive bonus modifier for units dug in on an intact bridge hex?
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