German production in '42 - is it just me?
Posted: Fri Dec 13, 2013 12:21 am
I wonder if anybody else runs into this situation as Germans in '42. This is my second head to head summer. I thought I was doing fine with armaments with over 100K so I set my artillery SUs back to 100%. That 100K disappeared and I have not recovered.
The effect is this:
The "expensive" infantry elements are disproportionately produced as a percentage of TOE and as a percentage of armaments spend. The before and after refit images show the first and the highlighted rows in the spreadsheet show the second effect. This sucks up the available armaments points so the rifle squads are always lagging and manpower builds in the active pool. The most engaged combat units are thus weaker and their losses are higher - creating one of those vicious feedback loops.
The fixes I recommend are:
1. Fix the cavalry TOE. Allocating two cavalry companies to every infantry division is wrong. If we are going to stick with a single TOE for all divisions, then drop the cavalry squads to 6 and add 12 infantry squads.
2. Apply the "expensive element" production check to panzer grenadier, panzer pioneer, cavalry and motorcycle squads. Make them as difficult to produce as comparably priced crew served weapons.
These recommendation improves historical accuracy and use existing game mechanics. Irrespective of TOE, the Germans divisions I see in my HPS Simulation games in '42 have no cavalry and no motorcycle companies.

The effect is this:
The "expensive" infantry elements are disproportionately produced as a percentage of TOE and as a percentage of armaments spend. The before and after refit images show the first and the highlighted rows in the spreadsheet show the second effect. This sucks up the available armaments points so the rifle squads are always lagging and manpower builds in the active pool. The most engaged combat units are thus weaker and their losses are higher - creating one of those vicious feedback loops.
The fixes I recommend are:
1. Fix the cavalry TOE. Allocating two cavalry companies to every infantry division is wrong. If we are going to stick with a single TOE for all divisions, then drop the cavalry squads to 6 and add 12 infantry squads.
2. Apply the "expensive element" production check to panzer grenadier, panzer pioneer, cavalry and motorcycle squads. Make them as difficult to produce as comparably priced crew served weapons.
These recommendation improves historical accuracy and use existing game mechanics. Irrespective of TOE, the Germans divisions I see in my HPS Simulation games in '42 have no cavalry and no motorcycle companies.
