Forts in 42
Posted: Fri Jul 15, 2011 3:13 pm
I know the fort thing has been beated like a dead horse, but I also don't want to clutter a couple of AAR's with the conversation and wanted to move it someplace else.
The basic issue is forts in 41 are close to about right. (one exception, which I will go into here in a second). The current fort scheme is probably ok in 43 as well. The huge issue is 1942.
Part of getting forts "right" is both sides need them; the Russians early and mid game and the Germans mid game and late. Anything done to nerf forts in general will mean it is that much easier for the Russians to just destroy the Germans that much faster in the later stages of the game and also throw off the casualty ratio. Nerfing will also hurt the Russians in 1941 when it is hard enough to stop the Germans in most cases as it is.
I think as time goes along, we are seeing more and more 1942 AARs where the Germans simply have no chance to launch a semi-historical "major operation" type of campaign against a Russian who all too often is dug in at least 4 deep of level 3 and 4 forts. The Germans simply can't penetrate this type of defense in most cases. On the other hand, if forts are taken out of the equation, the Germans can basically have their way far to easily which is not really desirable either. The result is typically that the Germans will "turtle" and go on the defensive themselves, building fortifications in depth as much as possible and we have nothing really going on during 1942 when in most games between two even opponents, 1942 should see a lot of back and forth and movement.
One thing that needs to be nerfed is the city bonus to construction. As one of my off again/on again side games, I am playing the Russians vs the AI. As any Russian knows, you get a lot of units that are shells; very little to them, including tank brigades. I typically put about half the tank brigades I get on refit and the other half are just allowed to sit and get replacements normally. The ones I do that with typically are in the back someplace around a city busy digging. As you can imagine, the construction value is very, very low on those units, but because of the city bonus, I get to level 2 fortifications at a pretty fast clip, just because the tank brigade is there. Now, should the front come in, all of a sudden, I have at least a level 2 fortification that can hold and take care of 3 rifle divisions if necessary. That is silly to have a unit with less than 1000 guys be able to facilitate that type of construction. How to fix this? I start with the city bonus for construction to a hex can't exceed the construction value of the unit(s) in the hex.
I assume most Russian players like building lots of RR construction brigades and Sapper regiments. With construction values ranging from 20 to 40 per unit, this is a very easy way to just totally jack up the construction value of units that can't otherwise dig worth a lick. So my question is does it sound right to have say a tank brigade of 1k guys with a construction value of 2 that is attached to a HQ that has a pile of RR construction brigades and sapper regiments and presto, you got a level 2/3 fort in nothing flat? That is what seems to happen. If I can ever get some time, maybe I will do some testing on this in the middle of Russian someplace, but I suspect its an issue. Should a nerf on this type of activity take place? Probably so. As I think about this more, I think this is what is going on to enable the Russians to build 4 deep level 3 and 4 fort lines. They have the units to do that late in 41 and into 42. I think something to look at is some type of cap based on the unit(s) construction value in the hex, but it should be more than the city cap; perhaps double or triple at most.
Something like this still allows the Russians to build a defense in depth (ala Kursk) and also fortify heavily, but it would reduce the overall ease of the Russians putting down massive amounts of fort spam from even the smallest units.
Comments/suggestions/etc are welcome; fire away. Perhaps we will come up with something to help out on this issue that works across the time line of the game.
The basic issue is forts in 41 are close to about right. (one exception, which I will go into here in a second). The current fort scheme is probably ok in 43 as well. The huge issue is 1942.
Part of getting forts "right" is both sides need them; the Russians early and mid game and the Germans mid game and late. Anything done to nerf forts in general will mean it is that much easier for the Russians to just destroy the Germans that much faster in the later stages of the game and also throw off the casualty ratio. Nerfing will also hurt the Russians in 1941 when it is hard enough to stop the Germans in most cases as it is.
I think as time goes along, we are seeing more and more 1942 AARs where the Germans simply have no chance to launch a semi-historical "major operation" type of campaign against a Russian who all too often is dug in at least 4 deep of level 3 and 4 forts. The Germans simply can't penetrate this type of defense in most cases. On the other hand, if forts are taken out of the equation, the Germans can basically have their way far to easily which is not really desirable either. The result is typically that the Germans will "turtle" and go on the defensive themselves, building fortifications in depth as much as possible and we have nothing really going on during 1942 when in most games between two even opponents, 1942 should see a lot of back and forth and movement.
One thing that needs to be nerfed is the city bonus to construction. As one of my off again/on again side games, I am playing the Russians vs the AI. As any Russian knows, you get a lot of units that are shells; very little to them, including tank brigades. I typically put about half the tank brigades I get on refit and the other half are just allowed to sit and get replacements normally. The ones I do that with typically are in the back someplace around a city busy digging. As you can imagine, the construction value is very, very low on those units, but because of the city bonus, I get to level 2 fortifications at a pretty fast clip, just because the tank brigade is there. Now, should the front come in, all of a sudden, I have at least a level 2 fortification that can hold and take care of 3 rifle divisions if necessary. That is silly to have a unit with less than 1000 guys be able to facilitate that type of construction. How to fix this? I start with the city bonus for construction to a hex can't exceed the construction value of the unit(s) in the hex.
I assume most Russian players like building lots of RR construction brigades and Sapper regiments. With construction values ranging from 20 to 40 per unit, this is a very easy way to just totally jack up the construction value of units that can't otherwise dig worth a lick. So my question is does it sound right to have say a tank brigade of 1k guys with a construction value of 2 that is attached to a HQ that has a pile of RR construction brigades and sapper regiments and presto, you got a level 2/3 fort in nothing flat? That is what seems to happen. If I can ever get some time, maybe I will do some testing on this in the middle of Russian someplace, but I suspect its an issue. Should a nerf on this type of activity take place? Probably so. As I think about this more, I think this is what is going on to enable the Russians to build 4 deep level 3 and 4 fort lines. They have the units to do that late in 41 and into 42. I think something to look at is some type of cap based on the unit(s) construction value in the hex, but it should be more than the city cap; perhaps double or triple at most.
Something like this still allows the Russians to build a defense in depth (ala Kursk) and also fortify heavily, but it would reduce the overall ease of the Russians putting down massive amounts of fort spam from even the smallest units.
Comments/suggestions/etc are welcome; fire away. Perhaps we will come up with something to help out on this issue that works across the time line of the game.