Something really wrong with lone AT and Arty units on defense

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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Redmarkus5
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RE: Something really wrong with lone AT and Arty units on defense

Post by Redmarkus5 »

So, I have created a new SFT type called 2nd Rate Infantry with lower stats and a different image. I then changed the TOE for the Artillery unit shown to use this type of infantry and also edited the pre-defined units as well.

Someone needs to take this further as it's not a big issue IMHO, and it looks like you might need to mod each relevant on-map unit, but Vic might be able to explain a quicker method.

Takes about 20 minutes to create the new unit type, but several hours if you have to click through every Arty, AT and HQ unit on the map. (There must be a quick way to do that - I just haven't looked for it).

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For visualization

Post by Templer_12 »

ORIGINAL: alex0809

I think it's reasonable that a very-well entrenched unit can hold off enemies of even 5 times its size or so, no question - it happened in reality, stories of horrendous casualties of Soviets when they charged defensive positions FRONTALLY are famous..
but I think that attacking an entrenched unit from even just two sides should VASTLY decrease the entrenchment bonus of the defenders. Right now, I think the concentric bonus is too low.

(I'm not talking about AT guns here, I don't have much military knowledge, so I just assumed that these 1000 infantry men in an artillery regiment represent 1000 regular soldiers that are meant to protect the guns, not the gun crews itself)
For visualization.

In the German Movie by Joseph Vilsmaier, Stalingrad, there is a scene in which a handful of German infantry men with a single anti-tank cannon prevent a breakthrough of several Russian tanks and infantry.

Enjoy:
Movie Stalingrad part 8
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RE: For visualization

Post by alex0809 »

How many times have I watched that movie :D one of the best ones ever made.. if not THE best one!
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RE: Something really wrong with lone AT and Arty units on defense

Post by bwheatley »

ORIGINAL: redmarkus4

So, I have created a new SFT type called 2nd Rate Infantry with lower stats and a different image. I then changed the TOE for the Artillery unit shown to use this type of infantry and also edited the pre-defined units as well.

Someone needs to take this further as it's not a big issue IMHO, and it looks like you might need to mod each relevant on-map unit, but Vic might be able to explain a quicker method.

Takes about 20 minutes to create the new unit type, but several hours if you have to click through every Arty, AT and HQ unit on the map. (There must be a quick way to do that - I just haven't looked for it).

Image


If it's the same editor at least that ATG has you can write a script that will loop through the map hexes looking for units that have both atgun sftype and inf stfype then kill the inf sftype in that unit then replace them with 2nd rate sftype. Though I don't necessarily think with this case it was something related to entrenchment because nobody got hurt. I wish we had a way to view combat detail for battles past so he could reopen the battle details to see what happened.
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RE: Something really wrong with lone AT and Arty units on defense

Post by balto »

+1 on the being able to see battles that have already occurred in the present turn.
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RE: Something really wrong with lone AT and Arty units on defense

Post by Redmarkus5 »

I draw the line at graphics mods, I'm afraid. Writing scripts is above my pay grade.
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RE: Something really wrong with lone AT and Arty units on defense

Post by ComradeP »

It is indeed possible that a small unit could cause significant losses to a larger unit and take few of its own, and I don't have a problem with the casualties per se. I do have mixed feelings about the entrenchment system, as well as the fact that the primary means to reduce entrenchment (artillery and air power) are uneffective currently after 1 turn. Aside from the penalties to artillery, I also don't know why my air group readiness keeps dropping even with no losses. 1 sortie (or a couple of sorties after eachother) every 2 days probably shouldn't cause any significant drops in readiness.
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RE: Something really wrong with lone AT and Arty units on defense

Post by bwheatley »

ORIGINAL: ComradeP

It is indeed possible that a small unit could cause significant losses to a larger unit and take few of its own, and I don't have a problem with the casualties per se. I do have mixed feelings about the entrenchment system, as well as the fact that the primary means to reduce entrenchment (artillery and air power) are uneffective currently after 1 turn. Aside from the penalties to artillery, I also don't know why my air group readiness keeps dropping even with no losses. 1 sortie (or a couple of sorties after eachother) every 2 days probably shouldn't cause any significant drops in readiness.


I for one really do like the new arty system. In AT/G it always used to be use uber stack of arty to kill everyone. Then vic added the battlestack stuff which helped but still arty was way too strong. I like this system you can shoot every turn but you won't be as effective as if you shoot every 2-3 turns.

Have you looked at the supply status for your planes in unit details? The way readiness works is you have to have extra supply to actually gain readiness back. So i wonder if you look at OKH supply details and see if you have enough supply. With my german vs Ai game i try to rest my planes every 3rd turn so they can get ahead with readiness recovery and it gives me a break for oil/supply usage for when they carry out bombing runs.
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RE: Something really wrong with lone AT and Arty units on defense

Post by bwheatley »

Here is an example i had in the same terrain as abulbulian had with my germans.
The AT guns had 85 entrenchment.
And for my tanks they started their turn there so they had plenty of AP to go through all 10 rounds. I know in our pbem game LAH had come from a few hexes back so i think they basically ran out of AP.
You'll see in this example those AT guns whopped some of my tanks too. :)

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RE: Something really wrong with lone AT and Arty units on defense

Post by olivier34 »

I had made some test this afternoon, and I had chosen to attack the same AT on the map [;)]
It is not the LAH but the 16th panzer.
I will run the same test after a recon on the hex and an air strike.
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RE: Something really wrong with lone AT and Arty units on defense

Post by ComradeP »

I for one really do like the new arty system. In AT/G it always used to be use uber stack of arty to kill everyone. Then vic added the battlestack stuff which helped but still arty was way too strong. I like this system you can shoot every turn but you won't be as effective as if you shoot every 2-3 turns.

Perhaps, but if you nerf artillery because it's too powerful, it's not ideal to keep an entrenchment system in place that more or less requires the usage of artillery to give reasonable results.

I don't want artillery to cause serious amounts of casualties, I want artillery that can reduce entrenchment levels. Even fully supplied artillery units don't perform all that well.
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RE: Something really wrong with lone AT and Arty units on defense

Post by Toby42 »

ORIGINAL: ComradeP
I for one really do like the new arty system. In AT/G it always used to be use uber stack of arty to kill everyone. Then vic added the battlestack stuff which helped but still arty was way too strong. I like this system you can shoot every turn but you won't be as effective as if you shoot every 2-3 turns.

Perhaps, but if you nerf artillery because it's too powerful, it's not ideal to keep an entrenchment system in place that more or less requires the usage of artillery to give reasonable results.

I don't want artillery to cause serious amounts of casualties, I want artillery that can reduce entrenchment levels. Even fully supplied artillery units don't perform all that well.

But didn't artillery cause the most casualties in WWII?
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RE: Something really wrong with lone AT and Arty units on defense

Post by abulbulian »

ORIGINAL: elmo3
ORIGINAL: bwheatley

...But no casualties is a little maddening. Used to drive me nuts in wite you'd attack with something and the attacker wouldn't lose a single troop. But again i can't see the attack details to see if everything was just misses or how many rounds the attack lasted.

Yeah I would have expected a unit with 45 AT guns and infantry support, well dug in, with OK morale and in low mountains to have shredded quite a bit of that German armor trying to attack them. So again it looks more to me like the LAH just balked at attacking for some reason and that was the reason for no casualties. If this sort of 0 loss result happens a lot then maybe the combat results need to be tweaked a bit. But I would not have expected this unit to just roll over and die as some have suggested here. Many German accounts of the war have described how hard it was to root Soviet defenders out of well entrenched positions.

Edit - And note the very high integrity of that AT unit (94). It won't break until that drops to below 50 IIRC.


umm, I think you need to think about the following before make such a silly comment as

"Yeah I would have expected a unit with 45 AT guns and infantry support, well dug in, with OK morale and in low mountains to have shredded quite a bit of that German armor trying to attack them."

Here's why:

1 - I didn't attack with the Pz Regiment, rather the 2 Pz Grenadier Regiment, thus a lot of inf support
2 - this AT unit is trying to cover 10km (I believe hex) by itself. So how much can it effectively cover with with 45 AT guns and 400 troops? Will let you do the math.
3 - If the guns are concentrated, then the unit would just bypass and hit them from the rear or some other envelopment tactic.
4 - The L.A.H. was one of the top units to fight on the eastern front.
5 - Overall leadership and tactics of the Germans was at this point in the war still far superior to the Soviets


Thus, were not talking about some moronic charge by the L.A.H. units onto the AT guns. If so, then why both having officer with stats, staff with exp, units with morale/exp???

What is the point if everything in the combat engine given what you just said. I would go back to playing Axis and Allies if I didn't care about some of the realism the combat engine and unit/leader details are suppose to add to the experience of the game.
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RE: Something really wrong with lone AT and Arty units on defense

Post by bwheatley »

OOps earlier i pasted the wrong pic..i've edited and fixed it but for those who didn't see it earlier.

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RE: Something really wrong with lone AT and Arty units on defense

Post by abulbulian »

ORIGINAL: Treale

ORIGINAL: ComradeP
I for one really do like the new arty system. In AT/G it always used to be use uber stack of arty to kill everyone. Then vic added the battlestack stuff which helped but still arty was way too strong. I like this system you can shoot every turn but you won't be as effective as if you shoot every 2-3 turns.

Perhaps, but if you nerf artillery because it's too powerful, it's not ideal to keep an entrenchment system in place that more or less requires the usage of artillery to give reasonable results.

I don't want artillery to cause serious amounts of casualties, I want artillery that can reduce entrenchment levels. Even fully supplied artillery units don't perform all that well.

But didn't artillery cause the most casualties in WWII?


Yes, but it was actually mortars that caused the most. Artillery got nerfed in this game and is really no longer a problem. You can only basically fire it effectively from a unit every 3 turn, due to ammo resupply rules. IMO artillery is a bit to weak, but the bigger issues is how bogus the amount of damage level bombers do. I've seen up to 100 level bombers hitting hexes and kill nothing. To me for trained crews in clear weather in open terrain is sheer nonsense. What is the point of the planes? They were a lot more effective in the real war than what is represented in DCCB. Guessing it's just some crutch to balance some parts of the game better. [&:]
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RE: Something really wrong with lone AT and Arty units on defense

Post by bwheatley »

ORIGINAL: abulbulian
ORIGINAL: elmo3
ORIGINAL: bwheatley

...But no casualties is a little maddening. Used to drive me nuts in wite you'd attack with something and the attacker wouldn't lose a single troop. But again i can't see the attack details to see if everything was just misses or how many rounds the attack lasted.

Yeah I would have expected a unit with 45 AT guns and infantry support, well dug in, with OK morale and in low mountains to have shredded quite a bit of that German armor trying to attack them. So again it looks more to me like the LAH just balked at attacking for some reason and that was the reason for no casualties. If this sort of 0 loss result happens a lot then maybe the combat results need to be tweaked a bit. But I would not have expected this unit to just roll over and die as some have suggested here. Many German accounts of the war have described how hard it was to root Soviet defenders out of well entrenched positions.

Edit - And note the very high integrity of that AT unit (94). It won't break until that drops to below 50 IIRC.


umm, I think you need to think about the following before make such a silly comment as

"Yeah I would have expected a unit with 45 AT guns and infantry support, well dug in, with OK morale and in low mountains to have shredded quite a bit of that German armor trying to attack them."

Here's why:

1 - I didn't attack with the Pz Regiment, rather the 2 Pz Grenadier Regiment, thus a lot of inf support
2 - this AT unit is trying to cover 10km (I believe hex) by itself. So how much can it effectively cover with with 45 AT guns and 400 troops? Will let you do the math.
3 - If the guns are concentrated, then the unit would just bypass and hit them from the rear or some other envelopment tactic.
4 - The L.A.H. was one of the top units to fight on the eastern front.
5 - Overall leadership and tactics of the Germans was at this point in the war still far superior to the Soviets


Thus, were not talking about some moronic charge by the L.A.H. units onto the AT guns. If so, then why both having officer with stats, staff with exp, units with morale/exp???

What is the point if everything in the combat engine given what you just said. I would go back to playing Axis and Allies if I didn't care about some of the realism the combat engine and unit/leader details are suppose to add to the experience of the game.

The whole no casualties thing seems like a bug to me. Especially since you said you had enough AP.
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RE: For visualization

Post by wodin »

ORIGINAL: alex0809

How many times have I watched that movie :D one of the best ones ever made.. if not THE best one!


Shame about the atrocious dubbing...superb film though.
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RE: For visualization

Post by aspqrz02 »

Yes, a few infantry and a single AT gun may well be able to prevent advancing tanks where the tanks have little or no infantry support and are advancing through a choke point.

However, a full division attack, even along a single hex side, versus a single AT Brigade ... a German mechanised Division is 10-14k men at full strength, while a Russian AT Brigade would, typically, be, maybe, 1500 men at full strength.

Then, consider the time and hex scale ... 1-2 days per turn and, what, 25 klicks per hex?

Even in low hills, across one hexside (what, say 8-10 klicks across), can anyone seriously believe that 1500 men can defend against flanking attacks by ten times their number for two days? And, at 8 klicks across, that's only about 200 defenders per klick of frontage vs. 1500 attackers per klick of frontage.

You'all do know that odds of 3:1 are what is sufficient to win more often than not in combat, and that odds of 10:1 would routinely be a walkover? Even low hills won't change this sufficiently for the simple reason (one amongst many) that those 1500 Germans per klick won't be attacking on a broad front, whereas the defenders have to defend that self-same broad front, and in depth, to.

In reality, the mobility of the German mech unit will allow them to concentrate at the defender's weak spot(s) ... say they hold 7 of the 8 klicks of the front with the same amount of men as the defenders deploy ... 1400 men ... and use the remaining 8500-12500 men to concentrate on a mere 1 klick, carefully chosen to not be a choke point (and this is low hills, not impassable mountains, remember ... there will be many many many many easy routes through) ... that gives them odds of 40-60:1!

Is there anyone out there with a basic knowledge of military tactics that can seriously tell me of a single instance anywhere where 200 men have held up 8500-12600 men for two whole days in a non-chokepoint position?

Seriously?

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RE: For visualization

Post by LiquidSky »



Oh, probably. Could be many reasons. Could be the divisonal commander was back at corp HQ discussing the up coming attack. Could be a lot of delays in moving men/supply up due to partisans/weather/enemy air interdiction behind the lines. Problem is you are fixated on assuming the division is on the attack just because you waved your hands and hit a button. Surely somebody with a basic knowledge of military tactics can think of a few instances when there was a day or two delay in launching an attack. Even against 200 men.

But all this is moot...the designer has already said even before this thread started that there is a problem with lone AT/Art and even HQ's on the defence and is going to fix it.
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Soviet AT Artillery Brigades

Post by aspqrz02 »

Evidently these consisted of two AT Artillery Regiments.

TO&E of a Soviet AT Artillery Regiment, Winter 42/43 (Nafziger 942RXAG)

10 LMGs, 80 SMGs, 20 76.2mm AT guns, 20 AT rifles, 1 passenger vehicle, 68 trucks, 6 horse drawn wagons, 11 radios, total of 460 men.

No actual infantry. All are artillerists or support personnel.

TO&E of a Russian AT Artillery Brigade, November 1943 (Nafziger 943RKXB)

2 LMGs, 390 submacnine guns, 144 AT rifles, 36 ampule throwers, 8 82mm mortars, 4 120mm mortars, 16 76.2mmguns , 12 45mm guns, 4 37mm AA guns, 4 passenger vehicles, 187 light trucks, 16 motorcycles, 3 radios.

(Includes only 1 AT Regiment, but this is supplemented by 1 Mortar Battalion, 1 Pioneer Battalion (330 men, really only a large Company), 1 SMG Company (100 men))

Now, seriously, tell me again how this unit, even at full strength, can defend a 8 klick frontage with no real choke points (or none the Germans have to go through) for two days against a German Panzer Division, or even 2/3 of a Panzer Division?

Can't = Speed Bump.

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