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RE: Arjuna:'Soviet Doctrine'?
Posted: Wed Aug 21, 2013 8:27 am
by Arjuna
Yes it does.
RE: Arjuna:'Soviet Doctrine'?
Posted: Wed Aug 21, 2013 8:17 pm
by Alchenar
See maybe some other people can chime in, but when I'm playing 90% of the time I check just 3 things:
1) AArm and AP ranges (what can this fight and where)
2) Combat Power (3 and 4 is good for attacks, a 2 is a defender and a 1 stays away from combat if possible)
3) Fatigue (would these guys be better if they had a rest)
Those three stats basically determine what orders I'm giving out.
If I was to pick a 4th thing that I could easily see at a glance at the same time as all the others it would be this:
4) Minutes of combat ammunition remaining.
The stats for ROF and current stockpiles are right there in the game were I to get a pad of paper out and do the maths, but really it would be nice for the game to do this for me. I know about the supply overlay, but having Combat Power up by default is far more useful and it manages to actually be less hassle to switch to the supply tab and eyeball the ammo count directly. It's less of a problem now that infantry companies don't all run out of rifle ammo by 10am each day, but what I think would be useful in the unit info saying to some degree of accuracy saying 'at the current rate in about 30 minutes we're all about to start making emergency supply requests'.
Where that's useful and I think would encourage people to play 'better' is that it serves as an active reminder to the player (rather than an abstract or after-the-fact one) 'hey, you need to keep your supply line secure or this assault is going to collapse'. Because I certainly have a habit of pushing too hard and too far and then finding a wandering enemy company is sitting a couple of miles back up the road my lead elements have disappeared down.
RE: Arjuna:'Soviet Doctrine'?
Posted: Wed Aug 21, 2013 9:38 pm
by jimcarravall
ORIGINAL: Alchenar
It doesn't offer choices though? When has it ever offered you a choice?
In any of the game scenarios you have to make do with what you are given. Oh, my battalion commander lacks aggression? Tough. There's nobody else and I need that objective so off you go.
What would actually be useful from a user perspective is something similar to that which Sid Meier's Gettysburg! (surely we've all played that) did at the start of the scenario: "This is your best brigade" "These are veteran troops" etc etc.
When the stats aren't going to change over the course of the scenario and everything is pre-set, don't make me dig through tab after tab of raw stats to work out what my units are like, give me a quick 'these are elite shock troops' 'these guys are green and will run if someone sneezes at them' 'these guys are good but their CO tends to fuck up'.
e: this is a complexity vs depth pit that many wargames fall into. It's like when WitE rolls for every rifle squad in a corps v corps combat when all that really matters is that one side's CV is twice the other's. Complexity is all well and good, but if it isn't actually adding any depth then it should in general be tucked away where it can't disturb the player from the choices they actually have
Perhaps choices is a poor word.
It offers data to make an informed decision.
Hitler was loath to consider that data.
Based on his ultimate success, I choose to avoid Hitler's methods.
RE: Arjuna:'Soviet Doctrine'?
Posted: Thu Aug 22, 2013 2:07 am
by Gerry4321
I have not read that much military history but I am currently reading "Decision in the Ukraine" by Nipe. I was amazed by some of the content. The Soviets produced an incredible number of tanks and lost them quickly. They could replace the tanks but not the tankers. Also someone could find himself in a tank just because he could drive a vehicle, e.g. a farmer. Also the tactics and orders had to be very simple for them to follow given their lack of training.
During the attack by Russian armor at Prokorovka they closed with the SS divisions to negate the German advantage in optics and main armament. Any that survived kept on driving through the German lines. Their commander couldn't communicate with them and they couldn't communicate with each other so they were riding blind in a way. They weren't able to react to the changing situation. Such a dramatic difference in capabilities at that time. Fascinating. Also for any game system that takes on this challenge.
Gerry
ORIGINAL: Arjuna
Good discussion guys. Sorry for not responding earlier but I have been preoccupied elsewhere at the moment.
The doctrinal differences between the Allied and Axis forces were most pronounced in the earlier part of the war where British and French armoured warfare doctrine lagged behind the German use of combined arms. By late 1944 all Western Allied forces had embraced the combined arms approach. The Brits were the last to make the change. It took the disaster of Op Goodwood in the Normandy battles to finally shift them.
The Soviets, however, had embraced combined arms early but had adopted a different approach to conducting offensive operations. They did so primarily because of the limitations within their own forces. Lack of effective radio control meant they were more fixed in terms of assigning objectives and phase lines. They lacked the means to react and reassess dynamically as the battle unfolded. This is what led to the decapitation and defeat in detail of their offensive forces post Stalingrad. With our current engine the Soviets would be able to reassess more quickly and thus avoid the headlong rush by their Tank Corps which so often left them vulnerable to encirclement and hence destruction. So reducing the abilities of Soviets forces to reassess plans is pretty essential in my book.
Further, the Soviet attack doctrine relied heavily on prepared bombardments. They just did not have the means to flexibly allocate arty on the fly as the battle progressed. So we need to reduce their ability to request and provide on call support and to add in a new prep bombard task within the attack.
Also they would often attack in ledge formation, either ledge left or right. For a Bn of three companies this would see two companies up front in line with the third company directly behind either the forward left or forward right companies. So we need to model these formations.
The use of Soviet cavalry formations also needs to be modelled. We currently do not have any dedicated doctrine for modelling the use of cavalry.
Furhter
RE: Arjuna:'Soviet Doctrine'?
Posted: Thu Aug 22, 2013 7:14 am
by Alchenar
ORIGINAL: jimcarravallah
Perhaps choices is a poor word.
It offers data to make an informed decision.
Hitler was loath to consider that data.
Based on his ultimate success, I choose to avoid Hitler's methods.
Ironically by focussing on minutiae data that's only tangentially relevant to the choices you are making you are using
precisely Hitler's methods.
Hitler was the guy who would try to issue orders based on the rate of fire and effective range of a Tiger tank, while everyone else would try to persuade him that it didn't matter because the unit in question was at 40% strength, in a blizzard, and hadn't slept in three days.
There's information that sets you up to make informed choices and there's information that's interesting but ultimately distracting from the task in hand. I wouldn't say that it's
problematic in Command Ops (hell, it's better than 99% of wargames), but there's certainly room for improvement in distinguishing between the two and pushing the former into the foreground.
RE: Arjuna:'Soviet Doctrine'?
Posted: Fri Aug 23, 2013 9:12 am
by Alchenar
Hell, the fact that it took so very long for someone to notice "Oh, infantry companies shoot through all their rifle ammo by 10am every day, this has obvious consequences for the pacing of all combat in the game" indicates that supply is something that the UI needs to display differently in some way.
Even if it was just a bar in the unit info box that showed a weighted percent of ammo supply to the most prevalent weapons in the unit.
RE: Arjuna:'Soviet Doctrine'?
Posted: Fri Aug 23, 2013 6:19 pm
by Perturabo
ORIGINAL: Alchenar
Hell, the fact that it took so very long for someone to notice "Oh, infantry companies shoot through all their rifle ammo by 10am every day, this has obvious consequences for the pacing of all combat in the game" indicates that supply is something that the UI needs to display differently in some way.
Even if it was just a bar in the unit info box that showed a weighted percent of ammo supply to the most prevalent weapons in the unit.
Have you tried using F7?
RE: Arjuna:'Soviet Doctrine'?
Posted: Sat Aug 24, 2013 12:09 pm
by Alchenar
ORIGINAL: Perturabo
ORIGINAL: Alchenar
Hell, the fact that it took so very long for someone to notice "Oh, infantry companies shoot through all their rifle ammo by 10am every day, this has obvious consequences for the pacing of all combat in the game" indicates that supply is something that the UI needs to display differently in some way.
Even if it was just a bar in the unit info box that showed a weighted percent of ammo supply to the most prevalent weapons in the unit.
Have you tried using F7?
Yes, but there are a couple of issues which make that suboptimal.
Firstly if I have to push a button or click something to get supply information, then I'm better off just clicking on E&S to get the more detailed breakdown. Given that by far the most useful default is F4 it's best to find a solution that works in useful information around that.
Secondly, while supply as an absolute is good to know, what's significantly more useful is supply
as a proportion of consumption, because as I wrote earlier, that indicates to the player just how crucial it is that they don't let anything disrupt their supply lines (either by a roving enemy unit, or relocating the base). Given that the information on overall supply and consumption is in the game already it would be helpful for the game to do that rough calculation for me.
It's a bit like the movement tools. Given that the game will tell me how long a unit will take to move from A to B using a certain order if I use the tool, it makes no sense that it won't tell me by default when I'm issuing a move order and way-points.
e: I suppose I should just add that I agree entirely with this quote from a Greece review:
The fluid, lifelike war depicted in Command Ops is accessed through one of the best interfaces to ever grace a war simulation. The menus, buttons, icons and tabs of the interface are easy to understand and use. There is no user operation (i.e. issuing an order or retrieving some data) that would require more than 3 or 4 clicks on the interface. In addition to this, the physical strain of moving every single counter in the map is absent if the player lets himself to issue orders to headquarters instead of micromanaging every single company or tank platoon.
When I say the UI could be better I mean that there are a few quality of life quibbles that could be addressed (which is true for any game always).
RE: Arjuna:'Soviet Doctrine'?
Posted: Sat Aug 24, 2013 10:11 pm
by dazkaz15
Could you take a look at this please Alchenar.
tm.asp?m=3284568&mpage=2
I'd particularly like you to take a look at the top bar, and give any feedback you think necessary to improve it, then I can edit it into the concept design.
Thanks, Daz