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RE: Hierarchy explained

Posted: Thu Nov 29, 2007 9:58 pm
by PDiFolco
I don't expect to have The Truth about the ratios, my observations came rather from looking at the various kill chances in the manual : they are meaningful/realistic if you consider than 1 unit point is 1 infantryman/tank/whatever. For example 20 men have a very small chance vs 1 tank, as is the case in the game. But a squad (10 men) with 2 AT weapons (bazookas) have some chance vs 1 tank, mostly if defending and covering terrain.
So these "ratios" work quite well. OTOH if you try to consider "military org" ratios (ie a company, battn, whatever) it makes no sense : 20 companies that's 2500-odd men, that would have no difficulty overruning by sheer mass of flesh [X(] *one* company of 10-12 tanks ![:'(]

RE: Hierarchy explained

Posted: Thu Nov 29, 2007 11:19 pm
by Max 86
I am going to stick with the idea of creating a division that has a little of everything a division, in this game that can include horse teams, trucks, MGs, mtrs, AT guns, etc...A little of everything in proportion to its weight/stack number. A few tanks = heavy, few inf = light; so add lots of rfls, MGs, etc and keep the tank numbers lower. Use the ratio of lt tanks to medium tanks in the historical OOB to come up with the number of tanks total. if Mediums outnumbered the lights 4:1 in a typical regiment, have 2 lts and 8 meds in the unit.

RE: Hierarchy explained

Posted: Fri Nov 30, 2007 1:26 pm
by Vic
Just some advice from me, since i tried a lot of things before releasing AT.

If you want more groggy OOBS and units my advice is:

1. Make a new sftype set in which you assume scouts, mg's, guns, artillery, horses, mortars, etc.. are included in:
-Wehrmacht Regiment
-SS Regiment
-Volkssturm Regiment

2. I repeat do not try to put 8 different subformations of the current set in each division. its hell to play.

3. Make country specific tanks and aircraft with their own historical names.

4. dont use horses, but keep trucks and halftracks so you can chose if you want to mobilize a division or not.

5. Add 2 new roadtypes: "rail" and "road+rail", make a trainsftype to be used by HQs to do transfers and str. transfers, diminish trucks capacity so rail becomes neccesary. Activate the 3th transfer mode rulevar so players can choose to use landcap, seacap or traincap.

6. Optionally make supply to hexes further away from rail and roads go bad earlier.

7. Optionally add auxillary (indepedent) Artillery and AA Regiments. (horse movement standard)

8. Add different people/peoplegroups for like Finish, SS, German, Bulgarians, Rumaninans and give them different morale scores and combat modifiers.

9. Do two layered HQ systems. With OKW - Army - Unit or OKW- Corps -Unit or Stavka- Front - Unit.

just some ideas from the designer here :) i never got around to making this sort of scenarios though.

kind regards,
vic

RE: Hierarchy explained

Posted: Fri Nov 30, 2007 2:10 pm
by Barthheart
Thanks a bunch Vic!! This the line of thinking I had.[&o]