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RE: Defending a river line

Posted: Thu Sep 27, 2007 5:32 pm
by Boonierat
ORIGINAL: Karri

Not necessary IMO. Plus it would bring on a new set of problems...like if the rivers are hex side, then where are engineers supposed to be for them to allow the river crossing?

And it would kill riverine units. Talking about riverine units, has the riverine placement bug ever been fixed? VCO volume 5 will see the arrival of the Mobile Riverine Force and I can't remember if this problem had been adressed already in a previous patch...

RE: Defending a river line

Posted: Thu Sep 27, 2007 8:49 pm
by IronDuke_slith
ORIGINAL: golden delicious

ORIGINAL: IronDuke


Isn't the real issue the fact that rivers aren't a hex side?

Sorry if this has been raised elsewhere hereabouts, but I vaguely remember Norm on a forum somewhere many years ago saying that but for problems with the game company who originally owned this, a patch allowing hex river sides was already built and on his machine for release.

I have seen a screenshot of TOAW with hexside rivers, but I believe that this was never fully implemented.

Anyway, because of the need for backwards compatability, hexside rivers would have to be added alongside in-hex rivers. This could make for some very complicated situations.

Why?

Assuming the system understood the rules in both circumstances, I don't see the problem.

My guess is that scenarios would either work in one way or the other, with designers not mixing the two. The only requirement would be for players to understand the rules they were playing under. Given the rule "be in the hex behind the river" would work in either circumstance then I don't really see any showstoppers.

regards,
IronDuke

RE: Defending a river line

Posted: Thu Sep 27, 2007 8:51 pm
by IronDuke_slith
ORIGINAL: JAMiAM
ORIGINAL: ColinWright

I've never liked the idea of hex-side rivers, anyway. Ugly.

Agreed.

I'd disagree, but would not judge the issue graphically anyway. the game play is surely the thing with this title.

Regards,
IronDuke

RE: Defending a river line

Posted: Thu Sep 27, 2007 8:56 pm
by IronDuke_slith
ORIGINAL: JAMiAM

ORIGINAL: Karri

Not necessary IMO. Plus it would bring on a new set of problems...like if the rivers are hex side, then where are engineers supposed to be for them to allow the river crossing?
Exactly.

Not a problem. They'ed have to be in whichever hex you tried to cross from as they would be in real life. The rule would be that an infantry unit couldn't cross a river hex side unless it did so from a hex containing engineering assets. that's basically the way it works now.

Regards,
IronDuke

RE: Defending a river line

Posted: Thu Sep 27, 2007 9:22 pm
by IronDuke_slith
ORIGINAL: JAMiAM

ORIGINAL: golden delicious

ORIGINAL: IronDuke


Isn't the real issue the fact that rivers aren't a hex side?

Sorry if this has been raised elsewhere hereabouts, but I vaguely remember Norm on a forum somewhere many years ago saying that but for problems with the game company who originally owned this, a patch allowing hex river sides was already built and on his machine for release.

Anyway, because of the need for backwards compatability, hexside rivers would have to be added alongside in-hex rivers. This could make for some very complicated situations.
Yes, it would add a host of complications, and engine refitting, for what is essentially an aesthetic (and IMO, a poor one) concern.

I'd disagree here as well (nothing personal [;)]). I think the aesthetic reasons for doing it are irrelevant and not why I'd promote it at all.

firstly, in mid war FITE scenarios for example, where both sides might want the Dniepr defensive bonus, you have a 10 kilometre gap between the two front lines, rather than the width of the river if they want to achieve this. It becomes a dead series of hexes.

Secondly, sides not wanting to waste movement points moving into the river hex to launch an assault on the assault turn have to pre-stack in the river hex and are much more vulnerable to counterattack than they would ever have been on their own side of the bank because stacked in the river hex, they won't get a defensive benefit if attacked. This is completely unhistorical because in real life, any counterattack would have had to cross the river to get at the attackers and suffer the penalties associated with that.

Thirdly, defending behind the river hex (to get your defensive bonus) gives the attacker the ability to seize bridges in the river hex and repair them unhindered. In real life, how many bridges can we think of that were repaired whilst the far bank was infested with enemy machine gun and AT emplacements?

I think as a change it is far from aesthetic.

Are the functional (as opposed to bugs and look and feel stuff) changes being considered published anywhere?

Regards,
IronDuke

RE: Defending a river line

Posted: Thu Sep 27, 2007 9:27 pm
by IronDuke_slith


Does it also complicate disengagement?

Whether a unit is on or behind the river hex, it's notional position is the same (it's own side of the river). However, is it harder for a unit on the other side of the river to disengage if the opposing enemy unit is on the river hex rather than behind it?

regards,
IronDuke.

RE: Defending a river line

Posted: Thu Sep 27, 2007 10:16 pm
by JAMiAM
ORIGINAL: IronDuke
firstly, in mid war FITE scenarios for example, where both sides might want the Dniepr defensive bonus, you have a 10 kilometre gap between the two front lines, rather than the width of the river if they want to achieve this. It becomes a dead series of hexes.
Which is as it should be, since this will prevent pesky zoc's from influencing movement, creating disengagement attacks, etc. Precisely as it should be, for two sides passively taking advantage of the defensive aspects of a river.
ORIGINAL: IronDuke
Secondly, sides not wanting to waste movement points moving into the river hex to launch an assault on the assault turn have to pre-stack in the river hex and are much more vulnerable to counterattack than they would ever have been on their own side of the bank because stacked in the river hex, they won't get a defensive benefit if attacked.
If a side is on the river, it is assumed to be in transit to, or a position in which to attack, or occupying some small bridgehead on the enemy side of the river. They shouldn't have full use of time as the crossing of a river in the face of the enemy is a logistical and operational hurdle.
ORIGINAL: IronDuke
This is completely unhistorical because in real life, any counterattack would have had to cross the river to get at the attackers and suffer the penalties associated with that.
No, any attacks against units on the river are assumed to be local counterattacks against crossing parties and bridgeheads.
ORIGINAL: IronDuke
Thirdly, defending behind the river hex (to get your defensive bonus) gives the attacker the ability to seize bridges in the river hex and repair them unhindered. In real life, how many bridges can we think of that were repaired whilst the far bank was infested with enemy machine gun and AT emplacements?
Only if they're held are they of any use, and if the hex is held, again it is assumed to be a suitable bridgehead covering the hex and its features. Like bridges, for example.




RE: Defending a river line

Posted: Thu Sep 27, 2007 10:39 pm
by IronDuke_slith
ORIGINAL: IronDuke
firstly, in mid war FITE scenarios for example, where both sides might want the Dniepr defensive bonus, you have a 10 kilometre gap between the two front lines, rather than the width of the river if they want to achieve this. It becomes a dead series of hexes.
ORIGINAL: JAMiAMWhich is as it should be, since this will prevent pesky zoc's from influencing movement, creating disengagement attacks, etc. Precisely as it should be, for two sides passively taking advantage of the defensive aspects of a river.

Yes, but surely issues with the disengagement rules shouldn't be an influence? Wouldn't river hex sides with rules negating ZOC across the hex side do the trick more efficiently? in other words, the issue you're highlighting is with the ZOC rules not rivers. Are we using another feature (rivers) to cover ZOC issues rather than addressing the root cause itself and amending ZOC?
ORIGINAL: IronDuke
Secondly, sides not wanting to waste movement points moving into the river hex to launch an assault on the assault turn have to pre-stack in the river hex and are much more vulnerable to counterattack than they would ever have been on their own side of the bank because stacked in the river hex, they won't get a defensive benefit if attacked.
If a side is on the river, it is assumed to be in transit to, or a position in which to attack, or occupying some small bridgehead on the enemy side of the river. They shouldn't have full use of time as the crossing of a river in the face of the enemy is a logistical and operational hurdle.

Yes, but then a unit is losing clock time moving onto the river and clock time crossing it. In real life, poised in the trees on the friendly side as the turn started, canoes at the ready, they surely shouldn't lose 10 or even 20% of the clock moving into position. The crossing time is surely reflected in the clock time lost during the combat?
ORIGINAL: IronDuke
This is completely unhistorical because in real life, any counterattack would have had to cross the river to get at the attackers and suffer the penalties associated with that.
No, any attacks against units on the river are assumed to be local counterattacks against crossing parties and bridgeheads.

But this means that a unit on a river is behind it if attacking, but in front of it if defending. The same unit has multiple conflicting rules applied for and against it depending on what it attempts to do. Or rather, when attacking the unit has to cross the river because it is assumed to be behind it, but the same unit when defending (without doing anything else) is assumed to have already managed the feat of crossing in the face of enemy fire without incurring any casualties whatsoever because movement into the river hex was free.

Does this mean we need combat modifiers that restrict unit losses when they are attacked on a river hex, on the basis that small crossing parties are the only ones likely to be shot at? We wouldn't want to see entire regiments occupying river hexes being badly mauled because their crossing parties were annihilated by a counterattack.
ORIGINAL: IronDuke
Thirdly, defending behind the river hex (to get your defensive bonus) gives the attacker the ability to seize bridges in the river hex and repair them unhindered. In real life, how many bridges can we think of that were repaired whilst the far bank was infested with enemy machine gun and AT emplacements?

Only if they're held are they of any use, and if the hex is held, again it is assumed to be a suitable bridgehead covering the hex and its features. Like bridges, for example.

But this means the defender has to defend the bridges from the far side in effect, or concede a bridgehead without firing a shot. They effectively defend from the far side because to hold the bridge hexes, they have to be in river hexes and are therefore deemed (for defensive purposes) to be on the enemy's side of the river. Additionally, a bridge hex defender is presumably open to flanking modifiers in addition because the only way a defending unit can cover its flanks is to place further friendly units on adjacent river hexes which are in turn deemed to be on the opposing side if attacked and are therefore unable to get any defensive benefits.

In other words, to prevent bridge hexes you are defending being flanked, you have to fight on the other side of the river. the only alternative is to give the hex up and concede the bridge.

Regards,
IronDuke

RE: Defending a river line

Posted: Thu Sep 27, 2007 11:33 pm
by rhinobones
Go Duke!

Regards, RhinoBones

RE: Defending a river line

Posted: Fri Sep 28, 2007 12:41 am
by Curtis Lemay
ORIGINAL: IronDuke


Isn't the real issue the fact that rivers aren't a hex side?

Sorry if this has been raised elsewhere hereabouts, but I vaguely remember Norm on a forum somewhere many years ago saying that but for problems with the game company who originally owned this, a patch allowing hex river sides was already built and on his machine for release.

Now, I appreciate this might require re-doing, but in some scenarios where both sides want defensive benefits, some hexes are effectively out of play because they are river hexes and no one wants them. That is hundreds of square kilometres effectively empty on a map because there are no hex sides for rivers.

Is this on anyone's list?

Regards,
IronDuke

It is indeed on the downloadable wishlist (item 2.1), for what that's worth.

However, it's debatable whether hexside rivers are more realistic at these scales than river hexes. Rivers don't generally run in straight lines for 10km stretches. They meander. You really can think of them as filling the hex, and can't really think of a given hex as being entirely on one side or the other of the river.

RE: Defending a river line

Posted: Fri Sep 28, 2007 3:45 am
by rhinobones
ORIGINAL: Curtis Lemay
. . . for what that's worth.

It would seem that you, as the compiler of the wish list, would be impartial to the wishes. Sad to see that you are passing judgment on wishes suggested by other players. I have read a number of your suggestions and, quite frankly, a few of them rated a less than a “for what that’s worth” response. The difference here is that people that don’t agree with you didn’t have the opportunity to degrade your suggestions as they were posted.
ORIGINAL: Curtis Lemay
Rivers don't generally run in straight lines for 10km stretches. They meander.

The current TOAW river hexes travel from hex side to hex side . . . the graphic may “meander” as it passes thru the hex, but in effect they make a straight line from hex side to hex side; exactly the same as hex side rivers. The current system is certainly not more realistic than hex side in river function or graphic.
ORIGINAL: Curtis Lemay
You really can think of them as filling the hex, and can't really think of a given hex as being entirely on one side or the other of the river.

How is it possible that you suggest that the river fills the entire hex? Where is your sense of scale?

You are telling us that a 1Km wide major river occupies the entire hex area of a 10Km hex . . . worse yet, you are telling us that a minor 50M river occupies an entire 10Km hex. How can this be? Preposterous.

As stated before, this type of reasoning leads to a dead zone of river hexes which is totally artificial and completely unrealistic.

As a veteran, I can state that hex side is much more realistic than the current hex "in" configuration.

Regards, RhinoBones

RE: Defending a river line

Posted: Fri Sep 28, 2007 10:53 am
by golden delicious
ORIGINAL: rhinobones
It would seem that you, as the compiler of the wish list, would be impartial to the wishes. Sad to see that you are passing judgment on wishes suggested by other players.

I doubt you'd feel this way if he agreed with you. Since Bob is one of the more active members of the still small TOAW community, and a prolific designer, I'd be surprised not to hear his opinion on this kind of topic.
The difference here is that people that don’t agree with you didn’t have the opportunity to degrade your suggestions as they were posted.

Good grief. The thread isn't locked. If people wanted to disagree with anything on the list then there's nothing to stop them doing so.
As stated before, this type of reasoning leads to a dead zone of river hexes which is totally artificial and completely unrealistic.

In most cases the effect is much the same. The benefit from hexside rivers would be more in appearances. I suppose on balance it would be a positive change- but the amount of coding effort and rewriting of old scenarios involved is so massive that it pushes it way down the list of priorities.

RE: Defending a river line

Posted: Fri Sep 28, 2007 3:07 pm
by rhinobones
ORIGINAL: golden delicious
The benefit from hexside rivers would be more in appearances.

I guess you don’t understand the differences between the two systems.
ORIGINAL: golden delicious
. . . the amount of coding effort and rewriting of old scenarios involved is so massive that it pushes it way down the list of priorities.

Rewriting? Massive effort? Who said this was going to be another Manhattan Project? Any rewriting of old scenarios would be done by those who want to adopt the scenarios to the hex side river scheme . . . certainly no forced labor involved.

I see no reason why TOAW III can’t exist along side TOAW X (Hex Side Rivers). This is not an all or nothing type of proposition. It’s just an alternative to the existing flavor of TOAW.

Also, who appointed you to determine the list of priorities?

Regards, RhinoBones


RE: Defending a river line

Posted: Fri Sep 28, 2007 3:57 pm
by ColinWright
ORIGINAL: rhinobones
Also, who appointed you to determine the list of priorities?

Regards, RhinoBones


That would be Golden's position with Matrix. It's right there on the home page: go take a look.

Anyway, speaking personally I can see some of the arguments for hex-side rivers. It's just that (a) I can see the arguments on the other side, and (b) aesthetically, I think I think hex-side rivers blow, and while I will sacrifice aesthetics to utility if the argument is strong, in this case I don't think it is.

With regards to some of the points made above, I'd note the following.

1. Units making a river crossing are vulnerable to attack. You should be at risk if you're piled up in the river hex.

2. Usually, the assault has to be made first and the bulk of the crossing second. See for example the German crossings of the Meuse on 13 May. Infantry over first -- armor only starting to cross 12-24 hours later. The assault should eat up MP's.

3. Under the hex-side rivers proposal as stated above, the engineers would fix the bridge from their own 'side.' So one could just fix the bridge whenever, and then be all set to storm across and go on one's way without any delay at all when ready.



RE: Defending a river line

Posted: Fri Sep 28, 2007 3:59 pm
by golden delicious
ORIGINAL: rhinobones

I guess you don’t understand the differences between the two systems.

I do. With hexside rivers, there would no longer be a gap between two units facing each other across the river. That's about it.
Also, who appointed you to determine the list of priorities?

Sorry, I was forgetting that my opinion is inadmissable.

RE: Defending a river line

Posted: Fri Sep 28, 2007 5:33 pm
by Curtis Lemay
ORIGINAL: rhinobones
ORIGINAL: Curtis Lemay
. . . for what that's worth.

It would seem that you, as the compiler of the wish list, would be impartial to the wishes. Sad to see that you are passing judgment on wishes suggested by other players. I have read a number of your suggestions and, quite frankly, a few of them rated a less than a “for what that’s worth” response. The difference here is that people that don’t agree with you didn’t have the opportunity to degrade your suggestions as they were posted.

By "for what it's worth" I only meant that just being on the wishlist doesn't mean it will actually ever be implemented. That's true of everything on the wishlist. They are just wishes, not Matrix's official plans. So that comment was not a critism.
ORIGINAL: Curtis Lemay
Rivers don't generally run in straight lines for 10km stretches. They meander.

The current TOAW river hexes travel from hex side to hex side . . . the graphic may “meander” as it passes thru the hex, but in effect they make a straight line from hex side to hex side; exactly the same as hex side rivers. The current system is certainly not more realistic than hex side in river function or graphic.

I was talking about real rivers. They really do meander.
ORIGINAL: Curtis Lemay
You really can think of them as filling the hex, and can't really think of a given hex as being entirely on one side or the other of the river.

How is it possible that you suggest that the river fills the entire hex? Where is your sense of scale?

You are telling us that a 1Km wide major river occupies the entire hex area of a 10Km hex . . . worse yet, you are telling us that a minor 50M river occupies an entire 10Km hex. How can this be? Preposterous.

By meandering. So the hex could be thought of as sort of a zone that has a river meandering around in it.
As stated before, this type of reasoning leads to a dead zone of river hexes which is totally artificial and completely unrealistic.

As a veteran, I can state that hex side is much more realistic than the current hex "in" configuration.

Regards, RhinoBones

As I stated, I think that's debatable.

RE: Defending a river line

Posted: Sat Sep 29, 2007 12:39 am
by IronDuke_slith
ORIGINAL: IronDuke


Isn't the real issue the fact that rivers aren't a hex side?

Sorry if this has been raised elsewhere hereabouts, but I vaguely remember Norm on a forum somewhere many years ago saying that but for problems with the game company who originally owned this, a patch allowing hex river sides was already built and on his machine for release.

Now, I appreciate this might require re-doing, but in some scenarios where both sides want defensive benefits, some hexes are effectively out of play because they are river hexes and no one wants them. That is hundreds of square kilometres effectively empty on a map because there are no hex sides for rivers.

Is this on anyone's list?

Regards,
IronDuke
ORIGINAL: Curtis Lemay
It is indeed on the downloadable wishlist (item 2.1), for what that's worth.

I don't personally know what that is worth, although I would genuinely appreciate it if someone was able to articulate exactly what it was worth. How are items to be worked on selected by the Dev team?
However, it's debatable whether hexside rivers are more realistic at these scales than river hexes.


And a debate is what we're having...[;)]

I'd also ask "what scales?". I've seen scenarios at 2.5 KM per hex and scenarios at 50 KM per hex. On some maps towards the top end, the rivers are in adjacent hexes and you actually have to deploy on one in order to defend behind another. The point about dead ground is even more relevant here. If two sides deploy on opposite sides of a river on 50km per hex, how much ground are we actually losing because of this issue?
Rivers don't generally run in straight lines for 10km stretches. They meander.


No argument, here...
You really can think of them as filling the hex, and can't really think of a given hex as being entirely on one side or the other of the river.

But here I do. What you've essentially done here is describe how it works, but that doesn't make it right. You are right to say that I can't think of a hex as being entirely on one side or another, but that is only because the game engine treats units in a river hex as being on both sides depending on the tactical circumstances. If we had river hex sides, then I could easily think of a given hex as being on one side or the other couldn't I?

My point is this: Are you really saying it is okay that the same unit in the same river hex can be considered behind the river when attacking across it, but in front of it when defending against a counterattack? That if it moved first it can pay all sorts of penalties to attack across it (quite rightly), but that if the attack failed and the enemy counterattacked in its turn, that the unit would actually be treated during that counterattack as if it actually got across the river successfully?

It either got across or it didn't, surely. If it didn't, why do the counterattackers not get their feet wet when launching their own assault?

Regards,
IronDuke

RE: Defending a river line

Posted: Sat Sep 29, 2007 12:59 am
by IronDuke_slith
ORIGINAL: golden delicious
ORIGINAL: rhinobones
It would seem that you, as the compiler of the wish list, would be impartial to the wishes. Sad to see that you are passing judgment on wishes suggested by other players.

I doubt you'd feel this way if he agreed with you. Since Bob is one of the more active members of the still small TOAW community, and a prolific designer, I'd be surprised not to hear his opinion on this kind of topic.
The difference here is that people that don’t agree with you didn’t have the opportunity to degrade your suggestions as they were posted.

Good grief. The thread isn't locked. If people wanted to disagree with anything on the list then there's nothing to stop them doing so.
As stated before, this type of reasoning leads to a dead zone of river hexes which is totally artificial and completely unrealistic.

In most cases the effect is much the same. The benefit from hexside rivers would be more in appearances. I suppose on balance it would be a positive change- but the amount of coding effort and rewriting of old scenarios involved is so massive that it pushes it way down the list of priorities.

Leaving aside my fundamental disagreement with you about the benefits, and not really understanding what "In most cases the effect is much the same" actually means [;)], why would we need to re-write old scenarios?

I would anticipate new versions of the scenarios in some circumstances where an author liked and wanted to utilise the change but river hexsides don't invalidate river hexes provided you don't mix surely? Hex terrain rules and hex side rules are surely simple coding, the system isn't going to get confused if some scenarios have river hexes and some river hex sides.

regards,
IronDuke

Why do we have to re-write old scenarios?

RE: Defending a river line

Posted: Sat Sep 29, 2007 1:12 am
by IronDuke_slith
ORIGINAL: ColinWright

With regards to some of the points made above, I'd note the following.

1. Units making a river crossing are vulnerable to attack. You should be at risk if you're piled up in the river hex.


Why? I can see you might be more vulnerable to artillery, and this is catered for within the rules, but why should land units be able to dish out more damage to you?
2. Usually, the assault has to be made first and the bulk of the crossing second. See for example the German crossings of the Meuse on 13 May. Infantry over first -- armor only starting to cross 12-24 hours later. The assault should eat up MP's.

But the assault does eat up clock, which in turn eats up unused MPs. The armour would follow the infantry across but start its movement with less movement allowance following the assault. Given the rules as they stand allow you to rebuild blown bridges in full view of enemy machine gun and artillery fire before you actually make the assault, allowing armour to stream across on the assault turn rather merrily, how is the current system any better?
3. Under the hex-side rivers proposal as stated above, the engineers would fix the bridge from their own 'side.' So one could just fix the bridge whenever, and then be all set to storm across and go on one's way without any delay at all when ready.

Incorrect, I wouldn't allow bridges to be repaired unless both sides of the road that crossed the river were in your hands.

As above, you can repair bridge hexes now without being in possession of the far bank, so engineers technically repair it from their own side now, (unless they are attacked apparently at which point they are deemed to have repaired it from the enemy's side - without actually moving the enemy out first or changing their own position but never mind).

As things stand, you would recreate the Meuse currently by:

Forcing the French out of Wadlincourt river bridge hex/town, rebuilding the bridge on turn 4 (say), storming across on turn 5 to take the far bank and then bringing the tanks across a bridge later on in turn 5 on a bridge that was built on turn four and which had managed (on turn 4) to stretch right across the river to a machine gun and weapons pit infested far bank that wasn't actually cleared until turn 5.

I would like to meet the engineers who managed that.

Regards,
IronDuke

RE: Defending a river line

Posted: Sat Sep 29, 2007 1:19 am
by IronDuke_slith
ORIGINAL: golden delicious

ORIGINAL: rhinobones

I guess you don’t understand the differences between the two systems.

I do. With hexside rivers, there would no longer be a gap between two units facing each other across the river. That's about it.


With the greatest of respect, I completely disagree, and would urge you to re-read the thread, I don't think that's about it at all.

If you're saying "there are more important things to fix" I'd agree, but then on this basis we'd (IMHO) bin the wish list in favour of a document that said:

1. Completely rewrite the supply rules.
2. Completely re-write the formation rules.
3. rewrite movement and combat where 1 & 2 have an effect
3. Lets talk after you've done that.

and abandon all extra talk of improvements etc for fear or distracting someone busy coding [;)].

However, since my argument re river hex sides has been challenged and I can't see the above happening, then we can surely discuss this since many of the improvements to date have been useful or very useful without actually making anybody's "Top ten".

Regards,
IronDuke