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Originally posted by 2Coats
Been following the debate and must say quite a few things that I hadnt thought of have been aired. Id like to thanks everyone who has contributed to a great debate. Now a few things to comment on.


- Attached brigades : I agree, arty brigades should not be attachable. What Id like to see is somesort of system that represents the arty brigade as a sepearate component of the division, with its own sub value. This could go down in relation to the front line formations. Also air units could be assigned specific mission to find these during battle, but are generally at the rear of the battle, reserve or 3 tiers.


I think if the division template design gets off the ground that the way attachments are handled will change radically. Almost all divisions have their own organic artillery battalion. In current HoI, the divisional arty bttn is part and parcel of the division's stats, and I see no reason to alter that. In effect, a divisional artillery battalion functions in the same way as HQ and support elements; it's hidden and cannot be detached from the division. Now, whether the div arty bttn has the full range of guns, as in an inf div, or only light or pack guns, as in para and/or mtn, would reflect in slightly lower stats for those other units. However, by selecting an airborne or mountain template, that level of simulation is taken care of.

Now, if someone wanted to toss in one or more arty bttns into a division in place of line bttn slots, then the type of arty bttn would matter, of course.

Arty could be attached over and above the maximum design slot just like any other bttn could be, during production. Some extra bttns might need a doctrine or tech, like the inf tank bttn in CORE, some wouldn't, like attaching an AT bttn or eng bttn, for example.

As for arty suffering losses, I believe that, historically, the support elements of a division, and arty is a support element for this purpose, suffered far fewer losses than front line units and that should be reflected in any new system involving the template idea.

I'd like to see arty suffer losses from ground combat at maybe 1/4th or even 1/5th the rate the other combat battalions do. Correspondingly, maybe arty should suffer higher losses than the line units when attacked from the air, say, since the arty would be a prime target.


- Reinforcement : Id like to see a change too reflect the new level of units. When a unit must be resupplied/restrengthed, Id like to see the, in the Strat Redploy area, as done for ships OR a gradual recovery to str and org by the unit, with depletion of MP and SUP as time passes. Of course this should be slow. The reason is that I think that in combat, youd be getting reinforcements trickle in all the time, but also if your combat unit went below combat effectiveness, then you would be sent to the rear to be reformed OR remanned.

SOmeone stop me if Im talk crap!

Cheers
2Coats

Now this is a wonderful solution to the instant reinforcement problem. Don't know why no one has proposed this before :) The naval model is brilliant, allows for slow, gradual absorbtion of replacements or a longer period without the use of the unit if you want to put it in the repair queue. Well done!
 
Mar 14, 2003
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Originally posted by PBI


...
Now this is a wonderful solution to the instant reinforcement problem. Don't know why no one has proposed this before :) The naval model is brilliant, allows for slow, gradual absorbtion of replacements or a longer period without the use of the unit if you want to put it in the repair queue. Well done! [/B]

Thx, but the beta boy or member of PE who thought of the naval implementation should get all the credit. Afterall its their concept. Be nice to have it in game though, for Army and why not aircraft?!
 

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I own a copy of Campaign for North Africa and there's no need to do that! That game takes longer than the actual time it took to fight the war.

After reading some excellent posts here's my opinion, for what it's worth:

A. Division templates should be allowed with battalion slots, and should include arty types (e.g. 2 105mm bns, 1 155mm bn) and line formations (so maybe max of 12). A battalion of the latest AT guns (choose either tracked (e.g. M10, M18) or towed (57mm, 76mm, etc.)), recon with the latest armored cars (or abstracted tech as in CORE), and engineers with the latest gizmos should be standard, plus the other stuff that makes up a division. Arty was just too diverse to standardize. Of course, vanilla options should be presented for the players that don't want to muck about. Also, if you want to leave slots open, so be it. Each battalion should have a motorization yay or nay box and should use fuel and cost to build accordingly. Divisions should be built as divisions in the build queue, not as individual battalions to be assigned later (that'd be a big headache - assigning bns to individual divs). For instance, you may have the following choices that you had already customized and titled:

1. Uber Armor Div: 4 bn med tank (whatever is best at time of production), 1 bn light tank (again - the best at the time), 4 bn mech inf, 1 bn SP 155mm arty, 2 bn SP 105mm arty, plus standard tank destroyer bn (M10 Wolverine, for instance), recon, arm engineers, etc.

2. Regular Inf Div: 9 inf bn (using best tech), 3 bn 105mm towed arty, plus latest towed AT, and the standard stuff.

3. Garrison Brigade (remember, you get to name it): 4 inf bn, 1 75mm towed arty bn, 1 towed AT bn, usual div support stuff, even though a 1/2 div size.

4. Mountain Div: 9 mtn bn, 3 bn 75 mm pack howitzers, plus mule-driven AT, leg recon, eng, etc.

You get the idea. These should add up to different strength points, cost, build time, combat modifiers, movement modifiers, and most importantly - stacking value. Maj Gen leaders should be assigned to each div - either by the player or automatically. Also, once a div, always a div - you upgrade the whole thing at once or not at all. I think removing individual battalions or even regiments and upgrading them would be micromanagement hell (unless you want to disband divs and put their equipment and manpower back in the pool?)..

B. I like the fort with intrinsic strength idea as presented.

C. Corps HQs - These should be created in the build queue and have intrinsic strength, with a few battalion support slots possible for tanks, AT, and arty. Lt Gens or better should be assigned to them and they'd be added to the strength of the stack in the province. Each corps could be assigned up to 4 or 5 divs in the field (not in the build queue). Divs could be standalone, but would have increased org or combat value if attached to a corps.

D. Army HQs - These would have generals assigned and would influence a certain radius (probably one or two provinces in each direction) with better combat modifiers. They could also have a supply function and be assigned air units. I haven't thought too much how to do that but both supply and air need some help.

E. Army Group HQs - These would have a bigger radius, maybe quite a few kms, and could have supply functions, too. This would need more thought. They'd be assigned Field Marshals.

All the HQ units would be the last to be destroyed in a given province if attacked, since they'd be at the rear.

F. Stacking limits need to be implemented. The presence of HQs should help, as ten divs organized in three corps is better than 10 standalone divs.

G. Speed of divs shoul be related to slowest unit contained. Towed arty and AT could move at the speed of their trucks but needed time to set up and pack. In general, there shouldn't be a big difference in speed among different armored divs, although this might lead one to put heavy tank bns in corps HQs rather than divs.

H. The idea of tactical battle control is very, very frightening. We'd probably need Crays and eons of time. I don't think Paradox should go there. Plus, it's one more AI hassle.

I. I've seen some screenies of Vicky and that seems a pretty good size for provinces.

CC
 

Kriegsspieler

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I hope someone among the beta-testers or in Paradox is paying attention to this thread, because I think we're moving toward some really interesting ideas here. I'm not sure which of us has any real computer programming experience -- I know I don't! -- and could comment on whether any of these suggestions could be implemented into the anything resembling the existing game system.

On the "build-your-own division" aspect: The one thing that this game should not require is that the player have an extensive knowledge of the standard OOB's of the different countries. So, when you choose to build a division you should be taken to a screen that asks, "What kind of division do you wish to build?" You then click on something like "Light infantry division" and you would then get a screen with the 12 battalion slots already filled. You would then have a chance to swap battalions, depending on your preference. (This is a GAME, after all, and I see no reason why the person playing Germans couldn't design a division that Brauchitsch or Keitel would not have used.) You then click on "done," and the game would then ask "Do you want to save this as a template?" You could then save it or not and your new division would be placed in the production queue.

2 Coats has basically solved the reinforcement question, as far as I am concerned. That hit exactly the right note.

Commander Cody, I think your ideas about various HQ levels as things to be built is an excellent one and a potential solution for the 100-division-in-a-province problem. But I fear that it also could move us toward the fearful abyss that PBI referred to: making the game too complex in terms of micromanagement. I love games of almost unplayable detail. But games aimed for a market consisting of people like me are not going to be big sellers!
 
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When programming, ultimately anthing is possible, but limited to time, cost, effort, technology, ease of use, etc.

I definiately think that PE should retain easy to use/play implementation, but feel HoI 2 should provide the next level of WW2 experince. I just hope within this forum some great ideas are used or built upon by their Omnipetencess in Sweden!

Dat said, I think that a template idea is more or less wanted, but as to the detail, well some want more refinement than others. Perhaps a design decision will determine if and to what level this can be achieved. Also, I originally said that predetermined templates should exist, but I also like the ability to design on the fly and save these, perhaps with the option of changing the default divsion make up, 2boot!

Furthermore, I love the HQ suggestion. I have changed my game strategies to have FMs. command just one division now in all my games, and corps having the real troop numbers. Cant see why special units cant be used for these! Furthermore, (and I hope to start a debate soon) logistics should be reasonably implemented in the game so this idea, will further come onto its own when I make that post.

I just really hope that PE decide to make a HoI 2, but as already said elsewhere, I guess EU2 MAY come before!
 

Ape

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What about OOB (Order Of Battle)?
Would it be possible to have divisions attached to corps wich in turn are attached to armies all with their leader giving bonuses, like this (German example):
4e Armee (Heinrici)
-XII. Armeekorps (De Angelis)
--211e Infanterie Division (Freytag)
--97e Infanterie Division (Koch)
--130e Infanterie Division (
-XL. Armeekorps (Gollnick)
--252e Infanterie Division (von Gossler)
--297e Infanterie Division (Sieler)
--269e Infanterie Division (Thunert)
-XXVI. Armeekorps (Liebmann)
--311e Infanterie Division (Herzog)
--287e Infanterie Division (Kienitz)
--181e Infanterie Division (Haack)

Of course Divisions and Corps ought to be able to operate independantly, but it would be nice if one could attach and detach divisions and corps.
It also would be nice that once a division (or corps and armies) are created a random leader is assigned to the created unit, and that one simply cannot replace him at will, but that it costs DI or whatever to replace him.
 

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PBI - Ok, I see where you are coming from. I was going from a "blank slate" approach to the division template, but you are saying that each division type (armored, airborne, marine...) would have its own specific template. Did I miss a post somewhere?
 

unmerged(6780)

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Originally posted by bkdull
PBI - Ok, I see where you are coming from. I was going from a "blank slate" approach to the division template, but you are saying that each division type (armored, airborne, marine...) would have its own specific template. Did I miss a post somewhere?

That's more or less what I was saying, yes. Each nation should have pre-existing, ready to build, division templates, for those players that either don't want to, or don't feel ready to, tinker with different divisional structures.

When designing new division templates, though, I think we should be able to select from among the different types, but these would be empty templates that we'd then be able to fill up the battalion slots for. Even these "empty" templates wouldn't truly be empty. What they'd represent would be the HW and support services for that type of diviison. For example, if I was building an airborne division, by default, the div HQ, the div logistics and maintanence, the div signals and medical, the arty, eng, AA, AT, would all be there and would all be equipped and organized as airborne variants. All I'd have to worry about is assigning the 12 line battalion slots. I could use up all 12 or less, if I wanted. I'd also have to take care not to assign battalions to my budding airborne division that would ground it. If I assigned non-parachute or non-glider battalions, or non-airmobile arty, or tanks battalions other than airbone tanks battalions, well, then my "airborne" division wouldn't be making any airborne drops, but it would certainly be one hell of a powerful infantry division, since paratroopers were traditionally the cream of their respective armies.

2Coats, no problem, I'll add my BZ to include the lads that originally came up with the gradual naval reinforcement :)

The way higher command formations are implemented in HoI always did leave a bit of a bad taste in my mouth, too. For a while, I, too, was assigning my FMs to single, fast divisions in order to better utilize my commanders. It's got to change, though.

I think CommanderCody has the right idea in that HQs have to be units in their own right, but I don't think higher HQs should have any sort of combat units attached. We should definitely have corps, army, and army group HQs, and they should give a bonus to the divisions under their command, like CommanderCody suggested.


Instead of having HQs possess combat units of their own, why not take the current FM command bonus and tweak it, so that divisions within the influence of their corps HQ receive the benefits, either partially or fully, of the corps commander, and so on up to army group HQ, with a FM at army group HQ providing a fraction of his benefit to the divs in his army group, of course, with an army commander providing a benefit somewhere in between the FM and corps commander?

We could also tie this in with supply, so that supply flows through the HQs rather than through individual units and further that a given HQ can only supply subordinate HQs, in the case of army group and army HQs, or its subordinate divs, in the case of corps HQs. This would encourage maintaining some semblance of real world comand and control structures. There'd have to be a special case to supply independant divisions, of course. Maybe we could say that in your own national territory, divisions draw supply as individual units? That would solve the need to have a corps or army HQ for every colonial garrison, for example, and still give a reason to have logical command structures even inside your own country, as the HQ command benefits would still apply, of course. We might also further modify the supply through HQs rule to allow for islands to be supplied directly, without need of a higher HQ, so that the island hopping campaigns in the Pacific could have a chance of being undertaken.

Along with this, there'd have to be some difficulty in switching divisons and corps and armies around, to represent the rather huge logistic and administrative undertaking such moves require. Perhaps we could allow free subordination when a unit comes out of the production/repair/upgrade queue (but NOT the redeployment queue), but that to transfer units would require either DI expenditure, or result in some other type of effect, such as org loss and/or a temporary movement reduction?

We might also wish to look at changing the command limits for leaders from the current 3/9/12 model. Perhaps a corps HQ could command no more than 6 divisions, an army HQ no more than 4 corps, and an army group HQ no more than 4 armies? Additionally, if a given HQ had a commander below minimum rank (Lt Gen for corps, Gen for army, Field Marshal for army group), then the units subordinate to that HQ would not receive any benefits from that leader's trait or skill and might suffer some sort of combat penalty?

P.S. Just to reinforce what CommanderCody said, production would definitely be by division and not battalion, though I do think it would be nice to have a battalion pool so that, if things were getting desperate, say, and we needed more divisions in a hurry, we could always rip some battalions out of some of those nice, 12-battalion divs and use them to create more divs.

Also, I do like CommanderCody's suggestion on being able to motorize or not motorize the individual battalions of a division. Of course, we'd have to work out just what that would mean in terms of movement and combat stats in a division that has both motorized and non-motorized.
 

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On the "build-your-own division" aspect: The one thing that this game should not require is that the player have an extensive knowledge of the standard OOB's of the different countries. So, when you choose to build a division you should be taken to a screen that asks, "What kind of division do you wish to build?" You then click on something like "Light infantry division" and you would then get a screen with the 12 battalion slots already filled. You would then have a chance to swap battalions, depending on your preference. (This is a GAME, after all, and I see no reason why the person playing Germans couldn't design a division that Brauchitsch or Keitel would not have used.) You then click on "done," and the game would then ask "Do you want to save this as a template?" You could then save it or not and your new division would be placed in the production queue.

Kriegspieler - I like the above idea A LOT. In terms of HQs, I also don't want to add too much complexity or micromanagement. But , a lot of people like 2Coats assign one div to a FM and that acts the same as an army group HQ. I'm no coder or anything, but hopefully someone has an idea how to implement HQs without bogging things down. Maybe higher HQs (army and army group) could be put in the pool as a function of number of divisions already out there (e.g. every 6th div you get an army, every 12th div an army group), and you wouldn't have to worry about building them. However, corps HQs as I noted would still have to be built since they'd include combat support battalions.

Ape - That's pretty much what I had in mind, at least up to the corps level. It might be a headache to assign corps HQs to army HQs since they'd often be in different provinces. That's why I was thinking of giving army and army group HQs an area effect. However, if someone can think of a way to assign corps to those in a simple and effective way then great. My idea for corps is that they act as an integral unit moving around the map.

Also, assigning some sort of price to change leaders is a great idea. Maybe a supply hit.

One idea on replacements, and I may have read some of this earlier - tanks, arty, ATs and aircraft ought to come from pools - so when you click "reinforce" on an armored div it would automatically send in the best tanks and AT guns for each category (or maybe you could choose) . This would tend to render upgrades, as done now in HOI, obsolete. But to do it, maybe the div would have to be co-located with an army or AG HQ that had supply.

[Reading about 8th Army in the North African desert they'd change from Crusaders to Grants to Shermans without too much downtime. Maybe take an experience (new concept) or org hit when changing equipment.]

This would require a factory system a la Grigsby's War in Russia and War in Europe. Come to think of it, it would be more rational to have factory points or actual factories assigned to building different types of equipment, with downtime as they retooled to build a better type. In HOI now, you can refocus resources at the drop of a hat, which certainly isn't all that realistic. Thus, you could have shipyards for CCs, DDs, BBs, AKs (transports), SSs, etc., and it would take time to retool them for different subtypes (e.g. 1500-ton DD to 2000-ton DD) or even longer to retool them for different types (e.g. DD to SS). Same with airplanes: P-40 to P-38 would be easier than P-40 to B-25.

Adding to this, how about training centers for ground soldiers and pilots, who, once trained, would go into a pool for replacements and new units (and level of training would determine quality)? Of course, with equipment already built and soldiers trained, forming divisions would require a lot less IC and a bit less time.

Anyway, just a few ideas. All of this should be automated (as it would in the AI) with the player able to drop in and muck about as often as he saw fit.

Oops, I see this was supposed to be about divisions only. Sorry.;)

CC
 

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I didn't see PBI's last post before writing the above. Good stuff, PBI, especially on supply. I was thinking army and army group HQs would be support unit free since they wouldn't likely be on the front. However, IRL corps had battalions attached and I see them moving around with their divisions in this game. Anyway, I'm not too beholden to the idea of corps HQ with support units.

I thought a bit more about motorization and think that should be a check box for the whole division. Arty and AT would usually either be towed or self-propelled. Units like mountain divs would have mules by default or they wouldn't be a mountain div. I'm not sure how to handle Germany's use of horses the whole war to tow artillery - maybe ignore that and require enough trucks to be in the truck pool. Strategic movement should be used to get foot units like mountain divs quickly to the front.

If a training regime for soldiers is adopted and equipment is produced separately, then putting a division together from existing pools shouldn't cost too much or take as much time as required now in HOI. Some time to form up and train as a division would still be required and perhaps things like rifles and uniforms could be considered an IC expense (or include that in a soldier's training expense).

CC
 

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Originally posted by CommanderCody
I didn't see PBI's last post before writing the above. Good stuff, PBI, especially on supply. I was thinking army and army group HQs would be support unit free since they wouldn't likely be on the front. However, IRL corps had battalions attached and I see them moving around with their divisions in this game. Anyway, I'm not too beholden to the idea of corps HQ with support units.

I thought a bit more about motorization and think that should be a check box for the whole division. Arty and AT would usually either be towed or self-propelled. Units like mountain divs would have mules by default or they wouldn't be a mountain div. I'm not sure how to handle Germany's use of horses the whole war to tow artillery - maybe ignore that and require enough trucks to be in the truck pool. Strategic movement should be used to get foot units like mountain divs quickly to the front.

If a training regime for soldiers is adopted and equipment is produced separately, then putting a division together from existing pools shouldn't cost too much or take as much time as required now in HOI. Some time to form up and train as a division would still be required and perhaps things like rifles and uniforms could be considered an IC expense (or include that in a soldier's training expense).

CC

In a way, army and army group HQs had attached assets, as well as corps HQ. I just don't want to deal with combat HQs, is all ;)

Yeah, it probably is better to either have the division fully motorized or not at all. Perhaps even with a choice between trucks or tracks for the different battaltions? I suppose we could also have motor inf bttns and mech inf bttns as choices in their own right as well as being able to upgrade leg inf with transport.

I don't think we'd have to worry too much about horse transport. We could simply factor that into the speed of non-motor units. Did German motorized units still have horse-drawn support elements? If so, maybe German divisions would suffer an overall movement reduction to reflect that. Maybe we whould even include a doctrine allowing the Germans to get rid of their horses and replace them with trucks?

On training and equipment pools, I'd like to see a seperate reserve pool, but that's it. It's not so much producing the equipment that takes the bulk of the time in forming a new unit, it's training the men. If we were to have a reserve pool, we could have the option to build new units from the reserves , with a corresponding decrease in time and cost, until the reserves run out, then go to regular production, perhaps.

EDIT: I see your point about corps HQ, especially given the province scale of the game. Yeah, definitely scratch having corps HQs as separate units. Guess we'd have to move to a corps HQ as being basically a holding unit that only came into existance when at least two divisions were grouped together, perhaps, and with the maximum divs/corps as I posted earlier?
 

Ape

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Originally posted by CommanderCody

Ape - That's pretty much what I had in mind, at least up to the corps level. It might be a headache to assign corps HQs to army HQs since they'd often be in different provinces. That's why I was thinking of giving army and army group HQs an area effect. However, if someone can think of a way to assign corps to those in a simple and effective way then great. My idea for corps is that they act as an integral unit moving around the map.

Also, assigning some sort of price to change leaders is a great idea. Maybe a supply hit.
I didnt mean it would be necessary for a unit to stack with an army to be a part of it. Just that every corp is assigned to an army no matter where they are located (though if they are to far away they would recive a penalty), this would eliminate the exploit of moving FMs around in fast divisions.
 

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Ahh... college football and Sierra Nevada Pale Ale... a great combination. Halftime at the USC-OSU game. Go Beavs (so as to help the Wolverines!).

PBI - I look at your edit and am not sure if you have understood. I'd still like to move corps around on the big battlefields (Russia, Western Europe, etc.), rather than individual divisions. Having corps as a physical entity keeps the commander in place, which is the main intention (support units just make it more interesting and it provides a place to park your heavy tanks). In existing HOI, I'm not a big fan of looking up commanders every time I shuffle divisions. Not all of your divs will be in corps, but that'd be ok, the orphans would just suffer a minor effectiveness hit (combat value, org, or whatever). Hopefully, your independent divs would be within the command radius of an army HQ, which would provide benefits.

Although in real life army and army group HQs had support units, I don't think the game needs that capability since you'd usually keep them away from the front. However, I could see allowing the attachment of divs if you wanted to provide security or whatever else, and wanted to move them together.

Regarding the soldiers' pool, what I'm talking about is trained soldiers, ready to be posted to a unit (this is probably the reserve pool you're talking about - we may be having a violent agreement here). Training centers in your home country would provide these soldiers after a certain lag for training and for a certain IC cost. The soldier pool number would be a number separate from the manpower number. It also makes more sense from a replacement point of view - armies didn't send raw manpower to fill in losses (ahh... maybe the Russians). Pilots would be the same - guys who'd have gone through primary and secondary training, ready to be posted to a line squadron. The length of time and cost of training could be a variable affecting the quality of your toops/pilots. Countries would have certain numbers of each at the start of each scenario. For instance, the U.S. National Guard soldiers of 1936 could be considered to be in the soldiers' pool, ready to be formed into divisions.

Ape - Sure, that's fine with me if it doesn't get unwieldy.

CC
 

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One point on naval units - I don't think you'd need a separate pool for sailors since by the time you built a ship you'd have plenty of time to train the complement out of the manpower pool. Plus, navies tend to be less manpower intensive than armies. Of course, navy pilots should be part of the pilot pool.

CC
 

unmerged(6780)

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Okay, CC, so you want to have corps in a similar fashion to how I understand things are in that Grigsby game I can't remember the name of? ;) Yeah, that's a possiblity, too. I suppose if we had a hex map, then having separate corps HQ would make more sense, as in the VG game NATO: The Next War in Europe. How would having corps as actual units to which divisions are assigned affect production? I'm not opposed to the idea, just curious how it might work.

The army and army group support units I was referring to would be combat elements such as heavy artillery, heavy tank units and the like, but the effect of those units, along with the similar units that corps would have access to could be easily rolled into the effect that being assigned to a headquarters would give a unit. I also think that only divisions under command of a corps would receive HQ/leader benefits. That'd tend to cut down on ind divs, which is as it should be, or at least generate situations where you'd have ind divs squaring off against ind divs. There's still the question of whether ind divs would benefit from army and army group HQs. Since my proposals don't have HQs having any kind of command radius, I'd say that ind divs would most likely get a benefit from the army group HQ closest to them, but that's it.

Yeah, we do seem to be talking about different kinds of pools. There've been arguments made in other threads that the effect of reserves hasn't been included in HoI, that at least a certain number of the divisions produced should get a cost and time reduction to represent the mobilization of the reserves.

That would seem to be a seperate thing from what you're talking about. I'd think we could either go with that or we could just reduce production time to account for the fact that forming a new unit would consist mostly of grouping the men together, training them as a unit, and sending them off. Doing so, however, would most likely result in drastic reduction in available manpower levels, at least at start, as the manpower rating would represent the number or trained recruits available, not just men of military age. I don't see the manpower maximums changing, just the at start levels and the monthly level of increase. Perhaps, if we went with this model, we'd need to introduce either recruitment techs/doctrines/whatever, which would increase the monthly increase of manpower?

To speak directly to your example of the US National Guard, in my model, they'd be in the reserve pool. The reserve pool, in my model, would also be a finite number but using manpower from the reserves would result in drastically reduced production cost and time.

Unfortunately, the pilot pool idea was rejected by Paradox flat out during the initial discussion of HoI, but I'd like to see it implemented, at least with respect to naval aviation, if nothing else.


Ape, your idea of assigning corps HQs to army HQs is exactly what I was thinking of. Further, I'd say that those corps HQs would have to be within a certain range of their army HQs. I'd even extend the system to army HQs, where each army HQ had to be assigned to an army group HQ and also be within a certain range of the army group HQ.
 

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PBI - I'm up to a few beers now, and the OU game is about to start, but I'll try to be coherent. I envison building corps HQs as a distinct entity, with a minimal combat value that can increase if you add a few support battalions (AT, tank, arty, etc.) BEFORE building (they'd be permanent). This would be in the build queue. Divisions would be done separately. Once a corps HQ is deployed, you could move it around like any other unit. You could attach any divs in the same province up to a set number (I'm thinking corps really didn't have any more than 5 divs, and usually had 3-4). The leader would stay with the corps HQ and those divs would probably stay with it, but you could always detach and attach divs as desired. Yes, this is similar to how Grigsby did it in War in Russia. On the current HOI map, you should be able to stack at least 3 corps per province (with a few exceptions like islands, Gibralter, and such).

If you want to abstract the effect of support units for all HQ then you'd certainly have to assign an IC price and a build time for each HQ.

The province system works great and I'd hate to see this go to hexes, as much as I liked hex games in my younger years.

In terms of manpower, there should be three numbers:

1. Available Recruits (i.e. Manpower as currently defined)
2. Trained Soldiers (those who've been trained in the system) - these would feed all ground units and if the number were zero, you couldn't build ground units nor add replacements to existing units. Thus, establishing training centers would be key.
3. Trained Pilots (ditto for air units)

CC
 

unmerged(6780)

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Originally posted by CommanderCody
PBI - I'm up to a few beers now, and the OU game is about to start, but I'll try to be coherent. I envison building corps HQs as a distinct entity, with a minimal combat value that can increase if you add a few support battalions (AT, tank, arty, etc.) BEFORE building (they'd be permanent). This would be in the build queue. Divisions would be done separately. Once a corps HQ is deployed, you could move it around like any other unit. You could attach any divs in the same province up to a set number (I'm thinking corps really didn't have any more than 5 divs, and usually had 3-4). The leader would stay with the corps HQ and those divs would probably stay with it, but you could always detach and attach divs as desired. Yes, this is similar to how Grigsby did it in War in Russia. On the current HOI map, you should be able to stack at least 3 corps per province (with a few exceptions like islands, Gibralter, and such).

If you want to abstract the effect of support units for all HQ then you'd certainly have to assign an IC price and a build time for each HQ.

The province system works great and I'd hate to see this go to hexes, as much as I liked hex games in my younger years.

In terms of manpower, there should be three numbers:

1. Available Recruits (i.e. Manpower as currently defined)
2. Trained Soldiers (those who've been trained in the system) - these would feed all ground units and if the number were zero, you couldn't build ground units nor add replacements to existing units. Thus, establishing training centers would be key.
3. Trained Pilots (ditto for air units)

CC

I'd always leaned towards building the HQs, just not giving them any combat value. I'd also like to see HQs damaged only after any divisions in the province have been defeated. Or at least have HQs suffer very minimal damage.

I don't think divisions should be able to be transferred with any great ease, though, though certainly with far greater ease then transferring a corps from army to army or transferring an entire army from army group to army group.

I'd accept a limit of 5 divs/corps. I'd also advocate having to pay for HQs. Not a lot, maybe 1 MP and 2-3 ICs, but that's it.

I hate the province system :) I know it won't change, just had to get that out ;)

Not sure I like your proposed manpower changes, though it'd certainly be easy enough to establish a pilot pool. Guess I'm kinda iffy on the training center thing and the trained pool, though, again, there's not much difference between tracking a reserve pool and a trained pool. Maybe add a fourth Reserve catagory to the three above that could not be replenished?
 

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PBI - Take a look at the Victoria forum and the AARs. There's some interesting stuff going on, including factories. I've got that game mail ordered and should have it early next week.

Go K State!!!!:)
 

unmerged(6780)

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Originally posted by CommanderCody
PBI - Take a look at the Victoria forum and the AARs. There's some interesting stuff going on, including factories. I've got that game mail ordered and should have it early next week.

Go K State!!!!:)

Way too much stuff to wade through, there ;) I'm familiar with War in Europe, though, and it sounds a little like you'd like to see some form of the German production model from WiE in HoI, but in use for everyone, not just the Germans?