Artillery
Posted: Fri Oct 06, 2017 10:35 am
I'm still moving around a lot this fall with travel, etc., but I've gotten most of the "bugs" worked out of Four Seasons.
But, I wanted to start a conversation on how to deal with artillery to get some ideas on how to make a division-scale game work better, while being realistic.
Overall, I think the structure of the SFTypes in ATG will work fairly well for an operational-scale game that with say 5 mi/hex and 5 day turns, or like DC-2. But, I think there are potential problems with a more strategic-scale, such as 15-20 mi/hex.
Realistically, even the heaviest land-based artillery (other than rail) had ranges of the order 15 miles. Thus, most artillery SFTypes should, in this case, have an artillery range of only 1 hex. In addition, historically, each division has a regiment of artillery attached to it.
A problem that arises with a range of only 1 hex is that it makes more sense to integrate the artillery into the core unit. But, this makes it more like an infantry gun, just beefed up. And, one cannot use the artillery as a means to "soften up" a defender (the impact being to reduce readiness). While it still has an artillery range, it is only useful in a static defense since using it would sap all the AP in the host unit.
On the other hand, one could leave the range at two hexes and then "merge" the divisional artillery into a "corps" for game purposes. This makes it difficult to replicate historical battles, and does make artillery "unrealistic". And having a separate artillery regiment for each division just clogs up the battle field with units that then can hinder breakthroughs and disrupt the flow of the game.
From the standpoint of game-design, the way artillery is being used in FourSeasons is a bit unsatisfactory as it is, as I said, like a super infantry gun. What is the point of having both? What distinguishes them in terms of use? Why one over the other? The same, can, to some degree, be said of mortars and infantry guns as well. They each serve the same function as a combat support element with shorter range (BTW virtually no infantry guns have a range greater than 5 miles).
I am curious what the thoughts on this are, and would like to find a way to model the 15-20 mile/hex situation better.
But, I wanted to start a conversation on how to deal with artillery to get some ideas on how to make a division-scale game work better, while being realistic.
Overall, I think the structure of the SFTypes in ATG will work fairly well for an operational-scale game that with say 5 mi/hex and 5 day turns, or like DC-2. But, I think there are potential problems with a more strategic-scale, such as 15-20 mi/hex.
Realistically, even the heaviest land-based artillery (other than rail) had ranges of the order 15 miles. Thus, most artillery SFTypes should, in this case, have an artillery range of only 1 hex. In addition, historically, each division has a regiment of artillery attached to it.
A problem that arises with a range of only 1 hex is that it makes more sense to integrate the artillery into the core unit. But, this makes it more like an infantry gun, just beefed up. And, one cannot use the artillery as a means to "soften up" a defender (the impact being to reduce readiness). While it still has an artillery range, it is only useful in a static defense since using it would sap all the AP in the host unit.
On the other hand, one could leave the range at two hexes and then "merge" the divisional artillery into a "corps" for game purposes. This makes it difficult to replicate historical battles, and does make artillery "unrealistic". And having a separate artillery regiment for each division just clogs up the battle field with units that then can hinder breakthroughs and disrupt the flow of the game.
From the standpoint of game-design, the way artillery is being used in FourSeasons is a bit unsatisfactory as it is, as I said, like a super infantry gun. What is the point of having both? What distinguishes them in terms of use? Why one over the other? The same, can, to some degree, be said of mortars and infantry guns as well. They each serve the same function as a combat support element with shorter range (BTW virtually no infantry guns have a range greater than 5 miles).
I am curious what the thoughts on this are, and would like to find a way to model the 15-20 mile/hex situation better.