Enemy infantry elements fire, Rifle squads have an extremely variable performance, but SMG squads nearly always go on a killing spree.
Note to self. When I play witw as german build ALLOT of SMG squads! heheh
Pelton
Moderators: Joel Billings, Sabre21
Enemy infantry elements fire, Rifle squads have an extremely variable performance, but SMG squads nearly always go on a killing spree.
Pelton
Kamil has over 20 attacks now and all are about 1.5 to 1 odds, its a clear trend ad intended by devs.
1.04 losses were at 2.5ish to 1.
Counter attacking is also down about same.
Trade off for removing 1v1=2v1 I am guessing. Which was a piss poor idea and is wasting everyones time.
Pelton
I know Kamil, but this is not my first game to get this far.
I can stack eng the same way and get even of lose more men then you do. Not even close to pre 1.05 odds.
Again is is not my first game into 43.
ComradeP
Also, regarding your theory that the game is heavily stacked against the Germans to survive until 1944: this is sort of a contradiction to what you're saying about games not lasting until 1944. How can you know that the Germans will be gone by 1944 if basically no games get to that point? I agree that the mid war situation for the Germans isn't pretty for a variety of reasons, but it's not like we have a dozen or more AAR's where Berlin falls.
ORIGINAL: ComradeP
Bletchley Geek: it's more a problem of them having significantly higher chances to fire even with poor to mediocre experience and leaders. It's also why casualties go up again as soon as the Soviets get 41c Rifle divisions: 41b Rifle divisions have a minimal amount of support weapons, but 41c Rifle divisions have plenty of mortars and also some SMG squads.
It's also caused by combat almost always ending with close quarter fights and, particularly, by virtually all elements closing in on eachother.
Normally, the SMG squads would probably just be picked off one by one by regular rifle squads in clear terrain, as there would be no reason for the riflemen to close in to a range where they're at a serious disadvantage. Currently, your infantry happily runs into a disadvantageous situation and pays the price. The SMG squads now always perform like you might expect them to perform in urban terrain, as virtually without exception, elements close in to about 50 meters.
ORIGINAL: Swenslim
I think the problem is in the VP system. Lets look why Soviets lost so many soldiers in 1941 and 1942. Because Stalin demanded from his generals to defend Minsk in any cost, to start immidiate counter attack at Dubno, to defend Kiev at any cost, to defend Odessa, to retake Kerch and whole Crimea, to stand and defend every soviet city.
And what we see in game ? Soviet player only runs and runs. It is almost impossible for germans to recreate historical cauldrons.
In real life Stalin often executed his generals for abondoning Pskov, Kerch, Minsk and other cities. In game soviets players suffers nothing for abandoning almost without any figt such cities of utter political importance as Kiev, Odessa, Sevastopol and even Leningrad. Leningrad is a cradle of soviet Revolution, the loss of that city would have been catastrofic moral hit to soviet people and their will to fight. In game only loss is few manpower points.
ORIGINAL: Swenslim
The loss of Moscow before 7 December 1941 would definitly had resulted in Japan attack against soviet Far East.
I see, so it's a problem about calibrating ground element attributes and also a problem about combat not having more phases (say more phases at mid ranges, between 1,000 and 50 meters). I still don't see why fixing any of the two issues would entail a major rework of the supply system, if ROF is capped proportionally to the lengthening of combat resolution ??
ORIGINAL: ComradeP
I see, so it's a problem about calibrating ground element attributes and also a problem about combat not having more phases (say more phases at mid ranges, between 1,000 and 50 meters). I still don't see why fixing any of the two issues would entail a major rework of the supply system, if ROF is capped proportionally to the lengthening of combat resolution ??
The supply system would have to be reworked because artillery, which now often fires only a limited numbers of rounds, would consume far more ammunition, and for artillery elements the ammunition costs are tougher on the supply system than that of another round of, say, rifle fire. Machineguns could also theoretically consume far more ammo.
ROF being proportionally capped to the lengthening of the firing resolution would not fix the problem because, like I said before, it would not remove the problem of the relative amount of times that elements are likely to fire. If a certain element now fires 2 times, and another 4 times, if you'd cut that in half, one element would still fire twice as often/half as many times as the other. The ROFs themselves are not too problematic, although the SMG ROF is probably too generous in general as there should probably be some penalty for the inaccuracy of the weapon at full auto. I've decreased the SMG ranges in a customized variant of the game, and that results in fewer losses.
ORIGINAL: ComradeP
The entire combat system would also need to be changed to take into account different weapon ranges. For example: riflemen should not normally be within 50 meters of SMG squads in clear terrain. The often heard rebutal of the distances being odd is that "the defender isn't supposed to be static", but that still doesn't make some parts of it historical. Several element types, such as SPAA, would not normally be directly at the frontline, yet they're at the frontline in the game. The only elements that seem to keep some distance between them and the enemy are artillery and (some) AT guns.
ORIGINAL: ComradeP
Well, the ROF is part of the problem, but why some ground elements are more likely to shoot than others aside from ROF is as much of a mystery to me as it is to you.
As I see it, ideally some elements/element types should have their chance to fire increased whilst others should maybe have their chance to fire or to hit decreased. The problem isn't ROF per se, but more due to the haste at which a battle seems to take place, which is causing support weapons to get maybe 1 or 2 shots in and artillery often only 1 before the short-medium ranged elements start firing.
As stated, my earlier statement about the supply system not being able to handle changes was due to the increased ammunition costs that would occur if the support weapons and artillery would fire more often.
ORIGINAL: ComradeP
Combat results can be so variable, and the differences between how elements perform whilst attacking or defending so great that it's difficult to do more than spot trends/problems that happen most of the time. I've seen 90 experience elements perform worse in battle than 50 experience elements, and I've seen 50 experience elements barely being able to lift a finger as they get crushed by 90 experience elements.