RE: The most important thing to fix WitE's playability
Posted: Thu Jun 23, 2011 4:11 pm
Or recognise that doubling the supply of tubes, also means (at least) doubling the nominal requirement for ammunition supply*, and thus halves the tempo of offensive build-up (but increases the likely duration and success of each phase once launched)
*In practice higher as the proportion of additional tubes which are heavy is greater than the organic Divisional tubes. There has to be geographical and temporal limits to the build-up of supply - simply waving a paw and saying "I want to use these 12 infantry Corps, 3 Tank Corps and 6 Artillery Divisions to crush this segment of front" and hoping it to happen this week is silly - operations at this scale took months of build-up, and week(s) to plan and start even when all resources are present.
Requiring a supply build-up before any offensive operations (but allowing it to be sustained over multiple turns as long as the offensive is still in an effective supply range) and limiting the number of build-ups possible per turn would automatically reduce the tempo of operations. You could build-up a large number of units only by holding off attacks, or could throw a smaller offensive 'now', but with limited chances of strategic success. A spoiling attack could have a chance of disruption of this build-up.
*In practice higher as the proportion of additional tubes which are heavy is greater than the organic Divisional tubes. There has to be geographical and temporal limits to the build-up of supply - simply waving a paw and saying "I want to use these 12 infantry Corps, 3 Tank Corps and 6 Artillery Divisions to crush this segment of front" and hoping it to happen this week is silly - operations at this scale took months of build-up, and week(s) to plan and start even when all resources are present.
Requiring a supply build-up before any offensive operations (but allowing it to be sustained over multiple turns as long as the offensive is still in an effective supply range) and limiting the number of build-ups possible per turn would automatically reduce the tempo of operations. You could build-up a large number of units only by holding off attacks, or could throw a smaller offensive 'now', but with limited chances of strategic success. A spoiling attack could have a chance of disruption of this build-up.