This is the direction you should be thinking in.Originally Posted by Modestus
This is the direction you should be thinking in.Originally Posted by Modestus
Nostalgia is not as good as it used to be
And in this case
arm arm arm arm arm
---------------------
arm arm arm arm arm
What's the difference between blitzkrieg and something else?
Obviously, we need more weekly dd's to find out.
Otoh, I think now that there's no real difference between narrowing the frontage and amassing units: it all ends in the same basket – to have more units on some section of frontline then your enemy. Is this achieved via narrowing the frontage or via amassing units, well, it's only technical question.
Ненад Миловановић - Жаки
Massing units and narrowing the frontage are the same thing. If you mass more units in area x, it isn't going to get any bigger, so you have to narrow the divisional frontage if you want to use as many of them as possible.Originally Posted by Zaki
In that case, the country using 'traditional' doctrines won't be able to use all its arm divs.
Well, that's true. I just wanted to say that, one way or the other, you must somehow achieve numerical superiority, most probably by packing your armors tighter.Originally Posted by Myth
I guess that I need to diferentiate between divisional frontage and province frontage.
Ненад Миловановић - Жаки
This case is impossible to create unless both sides have blitzkrieg.Originally Posted by Zaki
arm (Reserve)
arm arm arm arm (front Line no blitz)
---------------------
arm arm arm arm arm (Front Line + blitz)
Guess who is going to win the 5v4 battle?
The more concentrated your units the more, guns you can bring to bear to a single defender making it easier to punch through. In a frontage, not all units can support all others in a line.
The more spread out the defenders the easier it is to cover the entire front to prevent flanking. If defenders have gaps in their lines... well its not really a line anymore.
The question that no one has asked, yet and frankly i'm surprised. Do units have the same frontage when attacking or defending?
As I see it its better to have high concentration attacking but then lower/medium when defending.
Originally Posted by Zaki
I believe Zaki means is: what if a country which has blitzkrieg stands against a country which does not, but the "blitzkrieg equipped" nation does not have the units to fill up the extra frontage they've gained.Originally Posted by Fernando Torres
Unless there are some other bonuses to having the Blitzkrieg doctrine, I think in such situations the battle would be equal (barring any other bonuses). At least, I can't see why it wouldn't be - blitzkrieg depends heavily on a superior local concentration of forces ( the Schwerpunkt [point of focus] concept); if you do not have sufficient forces to achieve that, then it doesn't work, and no advantage (again barring external factors) is to be had.
Forgive me if I misinterpreted your meaning, Zaki.
If at first you don’t succeed, call it version 1.0
----------------------------------------------
Not at all. If the country with blitzkrieg only has enough divisions to man four slots vs. the enemy's four, then it is entirely possible.Originally Posted by dpdlc
If at first you don’t succeed, call it version 1.0
----------------------------------------------
It's ok, you're right.Originally Posted by battlecry
Ненад Миловановић - Жаки
I would think not. Blitzkrieg in particular should not provide a defensive frontage bonus, as blitzing into an oncoming offensive would/could result in envelopment almost immediately (certainly not 100& of the time, but frequently).Originally Posted by dpdlc
A mobile defense doctrine like 'elastic defense' should lower the enemy attacker's frontage, as the front constantly expands in front of them.
If at first you don’t succeed, call it version 1.0
----------------------------------------------
The counter is really nice, but I would rather like to see unit statistics. The country flag does not add any value but look and feel so I would use that space for showing unit stats, a much more important information.Originally Posted by robw963
If God meant man to fly, He'd have given him more money.
Never fly the 'A' model of anything.
When a prang seems inevitable, endeavor to strike the softest, cheapest object in the vicinity, as slowly and gently as possible. - Advice given to RAF pilots during W.W.II.
But then how do we tell countries apart, if their background color is the same?Originally Posted by carlos.gh
~Jamie
Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
v1.2 released 5 December 2012 | v1.3 RC11 released 23 May 2013
I don't think that your doctrine should affect how much frontage your enemy units will use, nor the frontage size of the province (which is always the same). Elastic defense may, perhaps, narrow frontage of your defending units or give them some other benefit.Originally Posted by battlecry
Ненад Миловановић - Жаки
Only terrain modifies the absolute frontage of a province, as stated in the diary. As far as lowering the attacker's frontage or increasing the defender's - the effect is exactly the same. Given the tactical nature of any mobile defense, a lowering of the attacker's frontage would be more authentic (the entire point of mobile defense is to prevent an attacker from gaining local superiority in concentration of forces, whatever the particulars of a specific doctrine).Originally Posted by Zaki
If at first you don’t succeed, call it version 1.0
----------------------------------------------
Quoted for agreement. This kind of thing will help the user quick analyze the structure and disposition of his armed forces. If all counters are the same, the visuals of the situation can get quite confusing.Originally Posted by Hayden
In theory it shouldn't be too difficult to implement. Some pseudo code for you:
As if everyone couldn't have figured that one out for themselves....Code:if( unit.subordinates.count() == 0 ) unit.type = division; else if( unit.subordinates.count() > 0 && unit.subordinates.count() <= 3) unit.type = corps; else if( unit.subordinates.count() > 3 && unit.subordinates.count() <= 6) unit.type = army; etc...![]()
"Oww! Owwwwwww! They're defending themselves somehow" - Homer J. Simpson
"Games are much like sausages" - Darkrenown
Visualization & FX: www.euriskostudios.com
Yes, the effect is exactly the same, no question about that, as for the rest of your post, what's more or less authentic ... well I guess that remains opened for an eternal debate. For example, one could say that elastic defense means that you can easier push reserves from the second line to the front row, so some kind of modifier will have better value, and so on.Originally Posted by battlecry
Ненад Миловановић - Жаки
Not really a debate worth having, I think. The concept is too abstracted to really ever prove anything. My main points were that:Originally Posted by Zaki
a) frontages will likely not be the same for attack and defense, and
b) certainly this should not be the case for blitzkrieg, but there may be other doctrines providing an equal & opposite frontage effect. (a great deal of the defensive innovations of the Second World War were in direct reaction to the early success of blitzkrieg).
If at first you don’t succeed, call it version 1.0
----------------------------------------------
So I guess unit will have some sort of frontage capacity value (defining how much frontage space unit will occupy – maybe there is a better expression), which could be modified by anything. Maybe we will be able to mod what does affect that value and what doesn't.
Ненад Миловановић - Жаки
Now if you have a frontage [size] value for a division, and brigades are the building blocks of these divisions, then some part of the division won't really be on the front line (taking up frontage space).Originally Posted by Johan
http://forum.paradoxplaza.com/forum/...7&page=9&pp=20--- Core Brigades ---
2 (Line) Infantry Brigades (Including their organic recon, bikes etc.)
1 Heavy Weapons Brigade (Howizers, organic AT, AA etc.)
1 Support Brigade (Horses and wagons or trucks etc. as well as other logistical, medical, bridging/engineering and military police etc.)
--- Extra Attachment ---
1 Attachment (adding heavy artillery, AT, AA, Engineers or whatever)
In the example above, I'd imagine that the "Support Brigade" won't really take up that much space, and that the heavy weapons won't either (since they are in the rear).
However, the Infantry Brigades will take up frontage space, since they are the "contact surface" with the enemy.
So technically, an "Artillery Division" (http://en.wikipedia.org/wiki/List_of...ery_Divisions), would take up very little frontage, since it's "in the rear, with the gear" lobbing shells from where the reserves are located... However, they'd be basically undefended if noone is in the front lines.
Last edited by Hansag; 14-11-2008 at 13:34.
Nationality: European
Religion: Atheist
Ideology: Liberal
Issues: Laissez-fair/Free trade
Current work: Clerk
Cash reserves: £9
Revolt risk: 0%
Militancy: 3
Consciousness: 9
Alot of people are suggesting that there will still be extra brigades (attachments), in the same way as HOI2. Although we'll have to wait for more details, I really, really doubt this will be the case. Brigade attachments were a way to add flexibility to divisions in HOI2 - now that we get to build division from the ground up, that isn't an issue anymore.
Besides, adding an entire brigade (circa 1/3 again added to a division's strength) is a bit beyond a normal divisional attachment - even units termed as "reinforced divisions" IRL did not have that much extra strength added.
EDIT: as for the above post, it seems unlikely that the combat model will be sufficiently detailed to add frontage differences inside divisions, although dedicated support units (artillery etc.) may have less chance of being damaged while the unit's they're supporting are still holding.
EDIT2: I can't believe this thread has well over 12,000 views and 200 posts only 48 hours after creation...
Last edited by Battlecry; 14-11-2008 at 13:34.
If at first you don’t succeed, call it version 1.0
----------------------------------------------