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unmerged(13914)

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I've never brought this up before because the basic mechanics for HOI were already designed by the time I'd heard of its existence. No point.

Years ago I went through a long exercise of figuring out what keeps WW II strategy games from being more realistic. Here's the #1 problem, in terms of game mechanics: 95 % of games have you move, then fight. It should be the other way around.

Change this, and some other details relating to combat, and HOI will be radically better.

First, let me say that this was not a problem when Paradox came up with the EU engine, because prior to the 20th century, armies did indeed march into enemy territory, then fight a single pitched battle, after which one side would retreat. The EU engine represents 16th-century combat in a reasonable way. And it certainly made sense not to mess with that part when creating HOI 1 because it was a very speculative undertaking. So many systems to integrate, so much that could go wrong . . . it was reasonable to leave that part alone, because it already works.

But the fact is, in HOI we're dealing with armies that in real life hold a continuous line. At any given moment they are a few hundred yards apart, within artillery range, often within small arms range. When ordered to attack they do not take a week to march over to the enemy. The attack would be immediate, and it could be called off at any moment, leaving the attacking unit right where it was. In HOI, you spend a week marching over, then another week marching back if you lose, and during that time the province you attacked from is unguarded! This creates all kinds of anomalies that nothing can really solve.

The whole "march to the target" model also creates big problems for the air game, because planes have to move province by province, and can only do so one hour at a time. There's no easy way around that -- because of how the data is stored, the plane has to be SOMEWHERE each hour, and it eventually has to be in the target province (or hex) for the fighting to occur. There are long-standing and apparently unsolvable problems with bombers being forced to abort their attacks because there's a fighter (even a fighter with 1 % strength and zero org) in their mission province. There are similar problems with planes that are forced to retreat in strange directions and spend two weeks bouncing from one enemy-held province to another.

It's tempting to say, let's have hexes instead. Then movement is regularized, and you don't have big provinces that take a month to move across. However, in my opinion, the people who are unhappy because HOI doesn't have hexes have only recognized half of the problem. It seems like it's a scale problem: the game plays hour by hour, and so you spend dozens or hundreds of hours "frozen" in movement toward an objective. You can SEE those damned arrows creeping across the map and it just feels wrong somehow. Breaking the map into hexes would cut those long stretches of time into more manageable parts.

However, as others have observed, hexes are simply smaller provinces, with a certain compulsive symmetry about them. In hex-based games you will frequently find long straight front lines along the hex grain, to avoid allowing an attack from three adjacent hexes. Operations become dictated by simple geometry, not terrain or other real-world concerns. And unless the hexes are very small, like 5-10 km across, you will still spend several days marching from one to the next. So all the basic scale mismatch problems will remain. Planes will have the same problems in hexes that they do now.

The deeper problem here is that most game designs see movement as a means of bringing about combat . . . you move to where you can hit the enemy. Instead, combat should be a way of bringing about movement . . . you attack an adjacent enemy and force him to retreat, which then allows you to move into (and through) the space he occupies.

Why is this radically different? Because in this model you're no longer attacking a province, you're firing on a particular enemy unit.

Let's say I have two corps, each of three divisions, in Province A. The enemy has two corps, each of two divisions, in Province B.

I select 1st Corps, then right-click Province B. A window similar to the CCB box comes up, labeled "Province Attack". It offers me these choices:

Start time & date
Number of hours
Move while attacking? Y/N
Repeat each day same time? Y/N

I choose a start time of 8:00 am (dawn local time), and set number of hours to 12. I don't like fighting at night, so I want to stop at dusk. I choose "move while attacking" and "repeat each day". At 8:00 am, each division in 1st Corps fires on a random target in Province B, and 1st Corps accumulates hourly gains in moving toward Province B. Then at 7:00 pm 1st Corps stops firing (and being fired upon) and stops accumulating hourly distance gains.

So long as 1st Corps does not start moving to another province, it can resume attacking each morning, and it will keep whatever hourly distance it has gained on the previous day. With me so far?

Now here's where it gets interesting. I don't actually want 2nd Corps to move into Province B. I just need them to help keep the defenders busy. So I assign 2nd Corps different orders. They will attack starting at dawn and ending at dusk, and they will NOT move.

Meanwhile the enemy commander has his own decisions to make. Let's say he selects 1st Enemy Corps, and he right-clicks on province B (his own province) and a window comes up labeled "Province Defense" with slightly different options. There is no start time or end time, no "repeat each day," because this option is totally reactive. His choices are:

Defend against:
All adjacent provinces
Province A
Province C
Province D

Are you following this? Sorry I can't post a graphic. What he can do here, is highlight either the "all" choice, or one or more of the specific provinces, to effectively issue a standing order to 1st Enemy Corps to fire on enemies attacking from there.

Now so long as he does this, he keeps the terrain benefit of being a defender, but he doesn't get to fire except when my attacking units do. My attack sets the pace of combat. If I have my units attack for one hour each morning, and he has his units set to defend only, the fight lasts an hour and stops until the next day.

What is even more important, is that if he picks one particular province to defend against, then even if I attack province B from multiple directions, 1st Enemy Corps does not get a penalty for being enveloped.

I'll continue with the rest of my explanation in the next post.
 
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unmerged(15159)

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I get what Math Guy is saying here, that fronts are usually locked together. In order to move, you have to be attacking. You don't march up and then fight a fixed battle after which you control the province or don't.

But at the same time, it doesn't seem right that you would keep gradually inching forwards each day gaining an hourly distance that adds up over time.

Wouldn't combat be more fluid? Wouldn't you move forwards one day, but maybe get pushed back to your starting positions the next?

It doesn't strike me as correct to assume that only one side is attacking and one side is defending. Wouldn't the defender also be trying to take advantage of weaknesses in the attack to move up and recover ground and possibly gain more? So effectively both sides are attacking at once, and eventually one will push the other out of its province. OK, so there are some situations as the defender when you wouldn't want to do this, but I'd have thought there would also be a lot of times you would.
 

unmerged(13914)

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The rest of the attack-then-move system outline

Now so far I've shown how this system allows an attacker to choose what hours of the day he wants to fight, to support the attack with units that won't actually advance into the enemy province, while the defender can focus his efforts in a particular direction and avoid envelopment penalties.

The next thing I want to explain is how you can both attack and defend from the same province at the same time. This is absolutely critical to changing how HOI works.

Let's say that German forces have surrounded Leningrad from the south and the Finns are holding Viipuri to the north. The Soviets want to break the siege by attacking eastward.

The Soviets have 3 armies in Leningrad: 23rd, 44th, and 62nd. They order 23rd Army to defend against attacks from Viipuri. They order 44th Army to defend against attacks from Novgorod, to the southwest. Then 62nd Army is ordered to attack eastward each day during daylight, into Tichvin, but NOT to advance. Meanwhile the Soviets also have forces east of German-held Tichvin, in Petrozavodsk and Timosjina, and those forces are ordered to advance and attack Tichvin.

The thing that is so important here is that Germans attacking from Novgorod will ONLY damage 44th Army, not 23rd or 62nd, so long as at least some units from 44th Army exist and are assigned to defend against Novgorod. There can be 3, 4, or 5 battles going on in the same province and they are effectively distinct battles, until one of the defending units is wiped out or retreats. Then the others will automatically get fired upon because there is no one guarding their back.

It makes multi-province combats far more interesting and realistic. If the Germans attack Kursk from north and south, it is possible for the northern attack to fail completely, even be driven back as the Soviets go on a counter-offensive, while in the south the Germans are winning. Under the present system, you would throw all the combatants into one province and they would all fire on each other, so a successful thrust by a part of the Soviet forces would be impossible unless ALL the Soviet forces were winning.

It also allows air units to work in a more intuitive way. Let us say that the Soviets have two air armies in Leningrad, one mostly made up of fighters, one of Sturmoviks. They can order the fighters to defend Leningrad in all directions -- any enemy air unit carrying out a mission in the province will be fired upon. Meanwhile they can order the Sturmoviks to support 62nd Army in its attack on Tikhvin. Notice the Sturmovik unit doesn't actually LEAVE Leningrad. It doesn't fly anywhere. It just fires into Tikhvin whenever 62nd Army does. It can fire into any province within its normal range. And that means the Sturmovik unit is available for German bombers to attack (in a new mission entitled "airfield attack") and at the same time it is available for German fighters in Tikhvin to intercept. Plus it won't go wandering aimlessly around the White Sea if it gets into an air combat and loses.

The Battle of Britain can work much better if air units don't actually move, because fighters can be assigned a "reaction zone" using the same box that I described for the defender of province B. You would choose from the list of provinces within range; choosing too many provinces would involve a performance penalty.

As far as I can see, this system isn't any more computationally intensive than the present one. Under the present system, each battle is assigned a line in the database. There is nothing actually preventing having more than one battle per province and naming units from several provinces as being participants. The main thing that stops it is the conceptual barrier that we attack provinces by moving into them, instead of attacking units while standing still.

Hope this makes sense. I'm sure someone will tell me if it doesn't.
 

unmerged(13914)

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Plessiez said:
I get what Math Guy is saying here, that fronts are usually locked together. In order to move, you have to be attacking. You don't march up and then fight a fixed battle after which you control the province or don't.

But at the same time, it doesn't seem right that you would keep gradually inching forwards each day gaining an hourly distance that adds up over time.

Wouldn't combat be more fluid? Wouldn't you move forwards one day, but maybe get pushed back to your starting positions the next?

It doesn't strike me as correct to assume that only one side is attacking and one side is defending. Wouldn't the defender also be trying to take advantage of weaknesses in the attack to move up and recover ground and possibly gain more? So effectively both sides are attacking at once, and eventually one will push the other out of its province. OK, so there are some situations as the defender when you wouldn't want to do this, but I'd have thought there would also be a lot of times you would.

Yes, and you can, it's just one of the trickier bits to explain.

You don't actually get to move into the enemy province, no matter how many hourly gains you've made, until all the enemy units in that province are destroyed or are retreating. So I can be attacking into Province B, and moving into province B, while units from province B are attacking and moving into province A. We fire at each other, we accumulate distance, and then when one side is destroyed or gives up and retreats, the other side takes possession.

MuaDib, it would be a lot less complicated to DO than to explain. Basically when you want to make an attack now, you call up a CCB and pick the start time. All I'm doing is (a) adding a stop time and a "repeat each day" feature, (b) allowing you to attack without moving, and (c) giving the defender a CCB that lets him pick what direction to face. It's the same amount of pointing and clicking, basically, but you would be able to start and stop the action more readily, instead of just launching your units into the next province and crossing your fingers.

It's sort of like having scene selection on a DVD, and not having to just put a tape into the VCR and push Play. It breaks the fighting into pieces, IF you want to do that -- but if you just say to all your units, "move toward this province and attack 24 hours a day until you win," then it's identical to what we have now. There would be no difference. Which is good because if we have trouble teaching the AI these details, it can still do what it has always done.
 

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Quite a few boardgames that use hexes also incorporated a mechanized move phase in the turn after the first move-combat phase, so that the swifter mobile units could move (and in some cases attack) after the slower units had done their thing.
 

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I guess this makes sense.

Two quick points though.

Firstly, if you reinforce an attack (or defence) with extra troops you need to select exactly what each division is going to do. You can't just move extra troops in and know they are going to do exactly what they need to . ie. fight. Are they going to attack and move? Or just attack? Or defend all directions? Or defend to the south? etc.

It seems that this idea leaves you very open to the possibility of a lot of your units not having appropriate orders for their situation. A lot of micromanagement - also, Corps size units would be less useful than commanding individual divisions for greater flexibility. Therefore even more micro-management.


Secondly, imagine you are in a province defending a front to the East. However, the enemy breaks through into a province to the South of your province. You now have two fronts to defend. This means going into your province, selecing all your units and adjusting which provinces they are defending from. Unless the computer would automatically adjust what your troops are doing, depending on the location of the enemy this seems like a lot of extra work each time the enemy makes a breakthrough. It kind of ties into my previous point.

Its a nice idea, and it seems realistic, but also incredibly fiddly.
 

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MathGuy's system is actually an argument for using hexes, in a way ;) No need for complex formulae to decide from which direction a province is being attacked, the hex does that for you.

Basically, I see this proposal as a more complex method of implementing what we already have, but not necessarily better. The implied increase in active micro-management is somewhat off-putting.
 

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PBI said:
MathGuy's system is actually an argument for using hexes, in a way ;) No need for complex formulae to decide from which direction a province is being attacked, the hex does that for you.
...
Yes, I thought also that in his well-written proposal MathGuy is really describing hex -combat within provinces. A good and supportable idea indeed.
:D
 

unmerged(13914)

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It is sort of like having hexes, or at any rate subdivisions, within a province. But the reason I think it is superior to hexes is because you can ignore those details and still play the game the way you play HOI now. It's all optional.

One nightmare I would like to avoid was known as the NODL, or "non-overrunable double line". In operational hex games, there would be a lot of work calculating the strength of each frontline hex in relation to all the enemy units that might attack it. It meant that "wargame accountants" reigned supreme on defense and attack, because if you left ANY frontline hex with inadequate forces, your opponent would inevitably find it and burst through.

Another drawback of hex games in real time is that you have to coordinate movement very carefully, to keep from opening gaps that the enemy can exploit. You wind up having to establish phase lines, and stop and start movement in waves and echelons, not unlike what real armies did. Any hex game is going to be labor-intensive and the tasks involved are not optional. (Picture the USSR with 400 divisions, stacking 2 per hex and then trying to coordinate a slow retreat under German pressure. Then picture an AI that can do this well.)

Playing with provinces and being allowed the option of facing your units means if you don't do all this finicky calculation, your forces will still hold the province and fight more or less normally. But it will really clean up a lot of problems in the air, and if you do play with attention to the details it will be about as interesting as hex play would be.
 

PJA

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I like Math Guy´s idea too. Waiting for days to your troops to march to enemy lines is not realistic in WWII. And while both hexes and provinces have their strong and weak sides, I think I agree with Math Guy.

Hexes work fine in turn-based games like WiR, but in a real time game with the size of HoI... There would have to be enormous number of small hexes and huge amount of micro-management. I guess it could work, but I´m happy with provinces.

PJA, unlicensed wargame accountant :)
 

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Math Guy said:
...One nightmare I would like to avoid was known as the NODL, or "non-overrunable double line". In operational hex games, there would be a lot of work calculating the strength of each frontline hex in relation to all the enemy units that might attack it. It meant that "wargame accountants" reigned supreme on defense and attack, because if you left ANY frontline hex with inadequate forces, your opponent would inevitably find it and burst through....
Aaahhhh... those were the times ... You know, I used to draw pictures of 3R front line, plan my operations between turns and spend sleepless nights hoping that my opponent won't realize thet he has that one strength point too few defending a hex ... And defending... I just loved "reversed spaced armor"/"hedgehog" and creating NODL. :rofl:
And besides - who ever played a boardgame without a calculator???? :p
 

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MathGuy,

Your suggestion contains so many debatable points, and I will only comment on some of them. I think your proposal has a lot of merit. In particular, I like the concept of multiple combats in a single province, directional combat and timing.

However, I would like you to consider the following: In our current system of move-and-then-attack, I think movement should be considered more abstract. It is not merely troops marching to a pitched battle. When you select a unit and tell it to go attack somewhere, I imagine that this unit then begins to plan the actual operation - that is, axis of advance, logistics, fireplans, sector allocation, you name it - all of those things that are actually involved in planning, fighting the enemy and taking physical control of the province (which might be of a significant size). In this regard, I think the current system succeeds admirably in abstracting may things which would otherwise become tedious and repetitive. The movement arrow is just there as a visual reminder. Similar for retreats - the time spent retreating can well simulate the time from a defeat until the unit is ready to recieve orders again. Of course ORG also simulates this, in giving an estimate of how WELL the unit will execute the given orders.

So to simulate this planning delay, I think that at least your system should not allow combat "within the hour", so to speak. Introduce delays from the order is given until combat starts. Now, I agree that this makes it more difficult so simulate invasions, because a lot of planning has gone ahead of the DOW. The delay has already passed. Maybe, in these special cases, the time-delay can be removed for the current plus next day.

Comments are welcome.
 
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The idea sounds interesting, but my worst fear is micromanagement. The problem is that micromangement can ruin gameplay no matter how realistic and intriguing the combat system might be. This is a risk for Paradox to take.

Although, I like the idea, I'm not sure about it. With this system blitzing might be something usefull for a change. Capture a province and move your forces to the neighbouring one where the enemy is not defending from that direction. Of course, they will respond by assigning defence to another unit, but they will not have a big dig-in bonus.

Hmmm...