Entrenchments

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shri
Posts: 306
Joined: Thu Jul 20, 2017 3:01 pm

RE: Entrenchments

Post by shri »

Just a few suggestion-
1. The Eastern, Balkan, Ottoman fronts should be max level 2 trenches (considering the level 6 1.0 had)
2. The Italians and Western should only be a max trenches

Why?
It is anachronistic to see a fully entrenched multi-layer Defense in Depth in the East.
Trench wasn't just one line, it was 3-4 lines with counter-attacking artillery and infantry with heavy artillery in the rear, machine gun nests, pillboxes, strong points etc.


Secondly,
The French Army should start out with low defensive as the Russian and AH armies. With level1 they should get the full defensive equal to the British and German ones.
The ottomans and minor allies should never be able to reach level 3 (or whatever maximum level of infantry prescribed). Again extremely anachronistic.

Thirdly,
The British starting army and the German regular corps (but not German reserve corps) should start with a bonus morale in 1914. This is to showcase the superb training and equipment present with the pre war Frontline corps of these 2 nations.

Fourth,
Austria and Germany should start with Artillery level1 researched and have 1 of it each, maybe Austrian guns can have deployment in West or Serbia or Galicia and rest should start at level 0.

Fifth,
The British and German Navies should also have a higher morale than other navies.
Again, quality of warships of AH, Italy, Russia wasn't upto the mark.

P.S.: WW1 Gold is the Gold standard for modeling these things quite perfectly.
ArtDen
Posts: 57
Joined: Wed Mar 24, 2010 5:10 am

RE: Entrenchments

Post by ArtDen »

Disagree.

Current approach is great and a classical SC WW1 Breakthrough is my argument. Play it and you will see - all you "problems" are not problems at all.
And of course this game is free for modding if you want.

And some words about entrenchments. Main problem during WW1 in the West was not unbreacheble lines but too much troops pek km2 and too little temp of offensive. As a result - very fast counter-punches and front further stabilization. In the history of the Eastern front we have many examples of very static positions with good entrenchments. But too huge front-line and too little divisions in the current reserve near a breachpoint - this was the main reason of more or less dynamic front-line. And this fact is greatly modelled. Doesn't matter how many Russians corps you can create (especially when you have "production limit on"). Many positions will be unprotected or w/o reserves, esp. after obtain of great German artillery in mass. The same for H/A ir Ottomans in thE Middle-East.

Similar counter-arguments can be presented for every point. As a result - just give a chance to this game and try to play. And only after some campaigns, I think, we can make more or less argumented wishlist.
VonVogelberg
Posts: 2
Joined: Tue Feb 18, 2020 5:10 am

RE: Entrenchments

Post by VonVogelberg »

Talking about entrenchments. I noted elsewhere that when a unit entrenches in this game and them you try to entrench again (ie: extend the trenches to more hex sides) the original trenches just disappear. I believe this could be considered for a correction in the next update. Thanks.
The Land
Posts: 940
Joined: Fri Feb 19, 2010 4:58 pm

RE: Entrenchments

Post by The Land »

ORIGINAL: VonVogelberg

Talking about entrenchments. I noted elsewhere that when a unit entrenches in this game and them you try to entrench again (ie: extend the trenches to more hex sides) the original trenches just disappear. I believe this could be considered for a correction in the next update. Thanks.

That is a feature - you can't have units entrenching on more than 3 hex sides. This ensures that there is a benefit to turning your opponents' flanks, and prevents a whole front being made up of ahistorical hex-size hedgehogs.
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eightroomofelixir
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RE: Entrenchments

Post by eightroomofelixir »

Since this post is on the front page again, I noticed one thing:
Compare to the work in progress early screenshot in this post to the final game, Belgium does not have the fortified town of Namur next to the Brussels.
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The Land
Posts: 940
Joined: Fri Feb 19, 2010 4:58 pm

RE: Entrenchments

Post by The Land »

ORIGINAL: eightroomofelixir

Since this post is on the front page again, I noticed one thing:
Compare to the work in progress early screenshot in this post to the final game, Belgium does not have the fortified town of Namur next to the Brussels.

Likely it was taken out to balance the first months of the war - Germany has a hard time getting as far into France as it did historically, having a fort there would make that even more challenging.
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BillRunacre
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RE: Entrenchments

Post by BillRunacre »

ORIGINAL: VonVogelberg

Talking about entrenchments. I noted elsewhere that when a unit entrenches in this game and them you try to entrench again (ie: extend the trenches to more hex sides) the original trenches just disappear. I believe this could be considered for a correction in the next update. Thanks.

That's right. The only reason to entrench again would be to change the facing of your trenches, e.g. if a new threat appears from a new flank.

Once a unit is entrenched, it will automatically gain 1 entrenchment level per turn up to its maximum, so you can just entrench them once and (providing the situation doesn't change) leave it at that.
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