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unmerged(84988)

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I was sitting around just now, thinking about my Kaiserreich AAR, when I got some ideas:

  • Secret Alliances: I had the idea of somehow simulating, in the AAR, war between Iron Guard Romania and Bulgaria. My major idea is being able to secretly be in an alliance with a country, say, if you play as a puppet state. In this fictional option, I could secretly alligne myself with IR Romania, and "declare" war on them, causing war with Hungary, which is my ally. In the Declare War window, if you have a secret alliance, you could have the option of "only 'declaring'" or something, and being able to give troops and whatnot to the Romanians.
  • Proxy Wars: If you're allied with a nation, and the nation goes to war with another, you can have the option of going into full war with your ally, or fighting a sort of Proxy war. Such as with the Korean or Vietnam war (on the Commie side), where only supplies and whatnot are given, and maybe opting to get military control over said country.
  • Alternate History Events: Perhaps there could be more events relating to either path in event options, I noticed some limitation, like if you choose option B in historical event A it will lead to ahistorical event C.

I'll list more when they come to me.
 
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Alex_brunius

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Balesir said:
A tank division without any tanks is effectively wiped out as a fighting element. This is STR 0. The men may survive (and maybe get to their own lines to reform the units) - but the division is at least temporarily dead.
A tank division consisted at least of 8000men, each tank did have a maximum crew of four. If you show me the tank division that had 2000tanks I will buy this argument. But (most had around 200 iirc) so the other 90% of the division were indeed MOT/MECH infantry, mechanics and other supply/support personal. These personal would not die or even get hurt if you knock out the tanks.

Its alot easier to wipe out 200 tanks than 8000men if your sitting in a stuka.

Balesir said:
Why not? You don't need to model every tank and AA gun to get this - reinforcements already take IC/days (i.e. equipment). Manpower losses are already effectively less than equipment due to 'trickleback' (i.e. wounded or broken troops returning after a period of time). The system here needs tweaking, maybe, but not total overhaul.
Yes you have. As previously said, if you knock out all 200tanks in a ARM division, there will still be at least 7200men alive and ready to support new tanks or even drive them after working closly with their previous friends. But unless new tanks arrives the division have lost the majority of its offensive power.
Also consider this, a division that only lost all personal need zero IC to reinforce, and a division that lost all its equipment but none personal need full IC cost but no manpower (this is the extreem and only to display my argument).


Balesir said:
The (much simpler) methodology I propose elsewhere of 'three element units' (manpower, equipment, transport) would allow this without pools of thousands of tanks and guns.
Unless you think its equally easy to destroy a persons rifle (equipment) and a heavy tank (equipment) then, No It just complicates things with no real gain. And in all divisions that had heavy tanks, soldiers with rifles also fought so the example do apply.

If a american ARM division looses 500% of its tanks the IC cost to reinforce them should be close to full IC times five. lets say three times the cost.
In Doomsday tanks are only 10% of the full divisions manpower so 500% tank loss would be 5losses of 10%, or 50% lost. Reinforcement cost is 40% of base price so in doomsday we pay 0.5 x 0.4 = 20%IC instead of 300%IC to replace one thousand lost tanks...
You see my problem with this system?

If you seperate the tank production you will also get gearing on the reinforcement tanks you build. Its much more logical to get better gearing the more tanks you build instead of the more fresh divisions you train. Its the factorys that gear up not your instructors right? ^^

Im not saying you should have to keep track of each persons rifle, but a soldier equipment kit for 100 soldiers (since 100= 1% of most division sizes), or kits of 10 AAA pieces might be resonable sizes to produce ( also close to the IC cost of 1 tank).
 

Balesir

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Alex_brunius said:
A tank division consisted at least of 8000men, each tank did have a maximum crew of four. If you show me the tank division that had 2000tanks I will buy this argument. But (most had around 200 iirc) so the other 90% of the division were indeed MOT/MECH infantry, mechanics and other supply/support personal. These personal would not die or even get hurt if you knock out the tanks.

Its alot easier to wipe out 200 tanks than 8000men if your sitting in a stuka.
So, you're postulating a situation where all 200 tanks are KOed but nothing else is touched? Well, (a) how likely is that? and (b) so that means STR maybe 50 or so. The abstraction is generally valid - where it is not (e.g. all tanks lost but no other equipment) the case is so unlikely that on the scale of HoI we don't need to worry about it, IMO.

Also note STR losses are not all total losses. Men might be wounded, equipment inoperable but possible to mend.

As previously said, if you knock out all 200tanks in a ARM division, there will still be at least 7200men alive and ready to support new tanks or even drive them after working closly with their previous friends. But unless new tanks arrives the division have lost the majority of its offensive power.
The chance that all tanks get KO-ed while no other personnel or equipment are touched seems minute, to me. If all tanks are U/S then I would expect a high proportion of other equipment also to be broken. Given time, of course the wounded will recover and with replacement men and equipment the division will once more be a fighting force - but right now it has no capacity.

Also consider this, a division that only lost all personal need zero IC to reinforce, and a division that lost all its equipment but none personal need full IC cost but no manpower (this is the extreem and only to display my argument).
Quite true - but how likely is it that all of one will be wiped out while the other is untouched? I think the assumption/abstraction that says both will be affected roughly equally (men and machines) is a good assumption for a game of this scale. The amount we would gain in game play by adding loads of complexity, tracking every tank and squad-pack of weapons, just would not be worth it.

Unless you think its equally easy to destroy a persons rifle (equipment) and a heavy tank (equipment) then, No It just complicates things with no real gain. And in all divisions that had heavy tanks, soldiers with rifles also fought so the example do apply.
Your comparison is not valid - ask instead whether it's easier to destroy a heavy tank or a hundred rifles (or however many represent as much fighting power as a heavy tank).

The gameplay gain from having separate elements of a unit include:
  • The 'experience' of a unit can remain while you convert it to another type.

    Equipment can be stockpiled or traded/sold without 'fiddles' to get the manpower right.

    Retreating/evacuating troops can abandon their equipment - equipment can be captured.

    Upgrading can be more rational - give your veterans new kit and equip your militia with the obsolete stuff with no need to make it!

If a american ARM division looses 500% of its tanks the IC cost to reinforce them should be close to full IC times five. lets say three times the cost.
In Doomsday tanks are only 10% of the full divisions manpower so 500% tank loss would be 5losses of 10%, or 50% lost. Reinforcement cost is 40% of base price so in doomsday we pay 0.5 x 0.4 = 20%IC instead of 300%IC to replace one thousand lost tanks...
You see my problem with this system?
I see the problem, but this is a completely separate issue that can be addressed without tracking individual tanks. Just off the top of my head, the reinforcement costs should be 80% or so (both cost and time, not 80% and 50%, compounding). It should not be 100% because some mending must be possible. A critical thing is that retreating troops should continue taking casualties unless their speed is more than their enemy's speed! Most casualties (prisoners) and lost/abandoned equipment happened on the retreat. Finally, replacements should be a 'commodity' - like supplies - that are stored locally to the action and used by reinforcing units (I think this is one reason the 'time' factor is shortened, to correct a 'placement' discontinuity).

If you seperate the tank production you will also get gearing on the reinforcement tanks you build. Its much more logical to get better gearing the more tanks you build instead of the more fresh divisions you train. Its the factorys that gear up not your instructors right? ^^
Actually, I think instructors 'gear up' just as much as factories do. Lack of a solid cadre of experienced NCOs for training limited British army unit creation in the early stages of both World Wars.

As to 'gearing' for reinforcement that is actually the same as the new units that are being made - good point. Maybe just have replacements taken from the stocks of equipment elements made for all (new and old) units? I.e. each converts to 100 'points' of replacement for appropriate units - maybe too complex. OTOH just abstract 'replacement points' ought to get a good gearing bonus!

Im not saying you should have to keep track of each persons rifle, but a soldier equipment kit for 100 soldiers (since 100= 1% of most division sizes), or kits of 10 AAA pieces might be resonable sizes to produce ( also close to the IC cost of 1 tank).
WW2 involved millions of armed men, tens of thousands of tanks, hundreds of thousands of AA guns - and you seriously suggest the game keep track of all of these?? What about field kitchens, tents, ammunition boxes, entrenching tools, steel helmets, tank transporters, trucks, cars, ammunition carriers, radio sets, fuel bowsers, radar sets, fire control computers, hospital equipment, medical aid stations, engineering tools, boots? Maybe 'Supplies' are too abstract - don't they get used up at different rates? Should they be divided into small arms ammo, tank gun ammo, artillery ammo, AA Ammo, demolitions charges, mines, barbed wire, rations, spare parts? Where does one stop? Surely at some point we just have to say 'this is an appropriate level of abstraction for the scale of game we are playing'?
 

Alex_brunius

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Balesir said:
Actually, I think instructors 'gear up' just as much as factories do. Lack of a solid cadre of experienced NCOs for training limited British army unit creation in the early stages of both World Wars.

Yes they do, But not by training men, but by seeing front line action... So training LESS divisions (all instructors get to fight instead) would in this case mean your officers are better equiped to train quality divisions :p

I think its a very realistic scenario that all tanks get knocked out the rest of the division is more or less unharmed. The US ARM division I talked about did take 500% tank losses and only 80% men losses. If my math serves me right that means around 4000 of the total 7200casualties were tank crew. So while only 10% of the men did drive tanks, roughly half of everyone killed was killed inside or at their tank. Or that your five times as likely to die if your in a tank.

Tanks did spearhead ALL assaults, they were alot more vunerable to air attack (and remember this division operated under virtually total air supreemacy). They were much much bigger and high priority targets than normal soldiers. I think its safe to say that tanks did take the bigger part of the beating. Many ARM divisions operated normally with only 25-50% of their intended tank numbers, even allied ones sometime. Surley this should affect how much fighting power they had without forcing them to be constantly down to 50% strenght and sucking up all your manpower?

I can understand that you want tanks to represent a bigger part of the division in your "abstraction" but in reality they represented the majority of the divisions fighting power, but the minority of their manpower. So you really can't abstract it in a good way without very unrealistic manpower losses.

Im convinced that its not at all unrealistic to have a division at 10/200 tanks and 7000/8000men. Especially not when men are so much easier and faster replaced.

If men and tanks were separate they could also very much realistically be replaced at very different speeds. You already have millions of men in your manpower pools, whats so bad about another pool with a few thousand tanks at max?

Besides shortage of tanks was one of the primary reason for germanys defeat, don't you at least want to try to model it correctly?
 
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von_Manstein11

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On the Eastern Front, alot of the major encirclements during Barbarossa the Germans were able to encircle very large groups of enemy soldiers, but only captured less then 50% of the men but most of the equipment, how can simulate this with the current system? 50% division strength is destroyed and a Tank division converts to a Infantry division at half strength?
 
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von_Manstein11 said:
On the Eastern Front, alot of the major encirclements during Barbarossa the Germans were able to encircle very large groups of enemy soldiers, but only captured less then 50% of the men but most of the equipment, how can simulate this with the current system? 50% division strength is destroyed and a Tank division converts to a Infantry division at half strength?

you maybe want to check out my thread on that, i simulate a system of splitting divisions in their basics. the link is in my signature.

greetz wyk
 

unmerged(54850)

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Ok i have got some other ideas (I dont want to disturb the current discussion here but they are in my head since I started playing)

-There has to be a more detailed map. In terms of graphic I liked EU3 a lot. Forests, mountains hills..nicely showed on the map. Maybe they can add cities on it, like in EU3 but without the special buildings etc...
-More nations!! I mean, after conquering Britain you only can create Scotland. Or for instance, certain "nations" like the Reichskommisariats would be ok...
-More sprites, colored pictures of ministers and leaders, maybe a more detailed diplomacy ..
-More provinces
-a bigger main campaign..maybe from 1930 (so ppl can decide who to chose in 1933 e.g.) up to 1960..with new events

Nevertheless I have to agree on wyks suggestions which he published in his thread. They are pretty amazing!! ;)
 
Last edited:

unmerged(84988)

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Reichskanzler[D said:
Ok i have got some other ideas (I dont want to disturb the current discussion here but they are in my head since I started playing)

-There has to be a more detailed map. In terms of graphic I liked EU3 a lot. Forests, mountains hills..nicely showed on the map. Maybe they can add cities on it, like in EU3 but without the special buildings etc...
-More nations!! I mean, after conquering Britain you only can create Scotland. Or for instance, certain "nations" like the Reichskommisariats would be ok...
-More sprites, colored pictures of ministers and leaders, maybe a more detailed diplomacy ..
-More provinces
-a bigger main campaign..maybe from 1930 (so ppl can decide who to chose in 1933 p.e.) up to 1960..with new events

Nevertheless I have to agree on wyks suggestions which he published in his thread. They are pretty amazing!! ;)

Agreed. I'd like to play from the end of World War One all the way up to World War II and beyond...unless you chose to push the world away from the standard path.

It's the 1930s, colored pictures were rare. I like a 3D map idea as long as it isn't dorky. It's sort of dorky how jagged the edges of the EU3 map are, and how the cities have those 3D views on them. I'd like to see cities on the 3D map look relative to their position, like Berlin wouldn't be an ugly little house or something, that in the whole province "berlin" you'd see a little version of the city.

Also, the weather thing is pretty jagged, where it's winter in one province, then in the next province, no snow or anything, it looks real dorky.
 

unmerged(54850)

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FallenMorgan said:
It's the 1930s, colored pictures were rare. I like a 3D map idea as long as it isn't dorky. It's sort of dorky how jagged the edges of the EU3 map are, and how the cities have those 3D views on them. I'd like to see cities on the 3D map look relative to their position, like Berlin wouldn't be an ugly little house or something, that in the whole province "berlin" you'd see a little version of the city.

Also, the weather thing is pretty jagged, where it's winter in one province, then in the next province, no snow or anything, it looks real dorky.

Well you dont have to show the original city on it. Berlin could be symbolized with the Brandenburg Gate..London with the Westminster or Paris with the Eifeltower..stuff like that. i certainly dont mean the weird towns where you could see all the major buildings built in them...^^
the EU3 maps were not perfect but they looked way better that the how maps, the zooming function etc..

btw id also like this to see:
http://forum.paradoxplaza.com/forum/showthread.php?t=329540

coz the current hoi maps look like theyve been copied from a comic book (+ the water is way too dark) this would bring a more serious shape i think