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RE: Combined Arms
Posted: Sat Aug 12, 2006 10:52 am
by IƱaki Harrizabalagatar
This type of bonus are necessary for games in which units are distinguish by labels. In TOAW units are built on equipment, so in most scenarios they are already combined arms, however I have noticed that units with armour equipment only, say a Tank Bn, have rather strange behaviour in combat, and the same could be said for units composed of, for instance, selfpropelled AA equipment only. They tend to be impervious to attacks, and to suck lots of combat rounds if of high proficiency. I remember in an scenario in which I attacked for 3 turns a single german AA Bn with several Soviet Divisions and they held heavy casualties without being able to take the hex! In my scenarios I add other non armour equipment to Tank Bns to make them behave more reasonably.
RE: Combined Arms
Posted: Sat Aug 12, 2006 4:02 pm
by Curtis Lemay
There probably should be a combined arms effect for armor and infantry. Infantry alone is exposed. Armor alone is subject to close assault. Together, the infantry can advance in shelter behind the tanks and the tanks are protected from close assault. But implementing it will be complicated.
There actually is a combined-arms effect in TOAW - for artillery. Bombard alone at x1 or bombard in support of an assault at x4.
Unfortunately, there is no test of the ground assault unit's nature. Players have learned to exploit this via "ant attacks", using relatively tiny, throwaway units just to get the artillery bonus and suck supply from defenders. Fixing this is a current programming priority.
But any combined arms effect for armor and infantry would incur the same issue. It probably could be resolved just by counting tanks and squads - not enough tanks, no benefit for the infantry; not enough squads, no benefit for the tanks, etc.
Another major problem is that TOAW does not actually model close assault on tanks. By that, I mean sticky bombs, molotov coctails, grenade down the hatch, etc. Currently, tanks can only be knocked out via AT weapons. (This is why, in my late WWII scenarios, I bump up the AT level of front-line squads, to cover close assault ability). Any combined arms effect would need to impact close assault effects, and that can't happen until TOAW gets some.
And finally, close assault skills were not present over the entire period-range of TOAW. Probably not available anywhere through 1941. Probably not available universally until 1944. Perhaps the Soviets were first, everyone else catching on eventually. So close assault ability will have to be a force parameter.
RE: Combined Arms
Posted: Sat Aug 12, 2006 11:06 pm
by murx
[deleted by author]
RE: Combined Arms
Posted: Mon Aug 14, 2006 3:29 pm
by golden delicious
[Deleting messages is really catching on]
RE: Combined Arms
Posted: Mon Aug 14, 2006 4:21 pm
by Chuck2
[deleted again]
RE: Combined Arms
Posted: Mon Aug 14, 2006 4:42 pm
by JAMiAM
If it's one thing that pisses me off, it's deleting messages. I'd tell you just how much, but then I'd probably have to delete my post...[:D]
RE: Combined Arms
Posted: Mon Aug 14, 2006 5:35 pm
by golden delicious
ORIGINAL: JAMiAM
If it's one thing that pisses me off, it's deleting messages. I'd tell you just how much, but then I'd probably have to delete my post...[:D]
What bothers me is not being able to delete messages. Having those three blank ones above just makes us all look like idiots. It would be much cleaner if we could have removed them outright.
RE: Combined Arms
Posted: Mon Aug 14, 2006 5:36 pm
by a white rabbit
..back to the plot..
..Combined arms use really depends on the scen design, in those where sub-units are present, pure AT, pure art, etc then a given hex has to contain units of each type to function well, guns without infantry to guard them run risks, inf battallions without AT have problems, and so on, at larger scales, division size units and up, it's less important as the unit already contains all the bits..
RE: Combined Arms
Posted: Mon Aug 14, 2006 5:57 pm
by Catch21
(To maybe clarify) I think this Q came from the 2WIN New Player Tourney, where I think it does impact. Putting a bicycle unit in a town by itself and digging in won't last long, but add a few SPGs and some engineers to help you dig and there you still have it- an impregnable strongpoint.[;)]
As mentioned above it's of course up to scenario designers as to how they wish to implement, if at all. I think very scale-dependent.
RE: Combined Arms
Posted: Mon Aug 14, 2006 6:38 pm
by JAMiAM
ORIGINAL: golden delicious
ORIGINAL: JAMiAM
If it's one thing that pisses me off, it's deleting messages. I'd tell you just how much, but then I'd probably have to delete my post...[:D]
What bothers me is not being able to delete messages. Having those three blank ones above just makes us all look like idiots. It would be much cleaner if we could have removed them outright.
My problem is that I always feel like the punchline in that old joke,
Q: How do you keep a moron in suspense?
A:...
...
...
...
...
...
when I look at a bunch of deleted posts, and spend too much time wandering what it was that they might have said in the first place...[;)]
Oh well...curiosity, cats, and bouncing betties...
RE: Combined Arms
Posted: Mon Aug 14, 2006 7:19 pm
by golden delicious
ORIGINAL: JAMiAM
when I look at a bunch of deleted posts, and spend too much time wandering what it was that they might have said in the first place...[;)]
Sure. So it's better that they be removed outright than just left blank.
nine out of ten times when I delete a post it's because what I have just realised that what I said is redundant.
RE: Combined Arms
Posted: Mon Aug 14, 2006 11:21 pm
by PaladinSix
ORIGINAL: Curtis Lemay
Players have learned to exploit this via "ant attacks", using relatively tiny, throwaway units just to get the artillery bonus and suck supply from defenders. Fixing this is a current programming priority.
Wonderful. There goes the only effective tactic that I had.
PaladinSix
RE: Combined Arms
Posted: Mon Aug 14, 2006 11:34 pm
by golden delicious
ORIGINAL: PaladinSix
Wonderful. There goes the only effective tactic that I had.
Well, it's an operational game. If you're having problems tactically, it's probably because you're not doing the right thing operationally.
RE: Combined Arms
Posted: Tue Aug 15, 2006 12:46 am
by LewFisher
Putting a bicycle unit in a town by itself and digging in won't last long, but add a few SPGs and some engineers to help you dig and there you still have it- an impregnable strongpoint.
In one game I am currently playing, I have hit an entrenched armored Ant-itank platoon in open ground several times with several infantry batts and it is still there.
RE: Combined Arms
Posted: Tue Aug 15, 2006 2:34 pm
by golden delicious
ORIGINAL: LewFisher
In one game I am currently playing, I have hit an entrenched armored Ant-itank platoon in open ground several times with several infantry batts and it is still there.
Well that would be the designer's fault. One shouldn't get platoons in a battalion level scenario.
RE: Combined Arms
Posted: Tue Aug 15, 2006 4:40 pm
by LewFisher
ORIGINAL: golden delicious
ORIGINAL: LewFisher
In one game I am currently playing, I have hit an entrenched armored Ant-itank platoon in open ground several times with several infantry batts and it is still there.
Well that would be the designer's fault. One shouldn't get platoons in a battalion level scenario.
Actually, I was misleading. The scenario is Plan Martin and Dan Mc Bride has a number of btn. sized units labeled as platoons so they can't be broken-down. So, it actually is a btn. sized unit. [&:]
RE: Combined Arms
Posted: Tue Aug 15, 2006 5:07 pm
by golden delicious
ORIGINAL: LewFisher
Actually, I was misleading. The scenario is Plan Martin and Dan Mc Bride has a number of btn. sized units labeled as platoons so they can't be broken-down. So, it actually is a btn. sized unit. [&:]
Right. Not so bad then (n.b. the indivisible size icon is section, not platoon).
Note that "open" doesn't necessarily mean one gigantic 2.5km wide lawn. In Western Europe there will be hedges, fences, the odd tree line and a couple of barns or farmhouses.
RE: Combined Arms
Posted: Tue Aug 15, 2006 8:09 pm
by PaladinSix
ORIGINAL: golden delicious
ORIGINAL: PaladinSix
Wonderful. There goes the only effective tactic that I had.
Well, it's an operational game. If you're having problems tactically, it's probably because you're not doing the right thing operationally.
Oh, its an operational game? Thanks for pointing that out.
"Effective tactic" was a figure of speech, GD.
PaladinSix
RE: Combined Arms
Posted: Tue Aug 15, 2006 10:39 pm
by golden delicious
ORIGINAL: PaladinSix
Oh, its an operational game? Thanks for pointing that out.
"Effective tactic" was a figure of speech, GD.
PaladinSix
What you described was a tactic, though.
RE: Combined Arms
Posted: Tue Aug 15, 2006 11:58 pm
by PaladinSix
ORIGINAL: golden delicious
What you described was a tactic, though.
And a "trick" that I'm glad the designers will be trying to remove. Although it is effective, it isn't particularly realistic. My original post was not intended to be serious, although I admit that I have used that tactic against the PO with great success.