Not all armies are so insanely tolerant, to huge manpower losses..."If we come to a minefield, our infantry attacks exactly as if it were not there."
- Georgy Zhukov
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Not all armies are so insanely tolerant, to huge manpower losses..."If we come to a minefield, our infantry attacks exactly as if it were not there."
- Georgy Zhukov
"If we come to a minefield, our infantry attacks exactly as if it were not there."
- Georgy Zhukov
"Build fortifications" has, in previous HoI games, been the option that represents concrete bunkers, artillery turrets, "forts" (Eben Emeal, Brest Fortress, Maginot Line etc.) and other kind of defenses that takes time to erect and requires strategic resources (concrete, reinforced steel, manual labor etc.) but can be very hard to get past if you don't come prepared.
"Dug In" has represented the routine practice of military formations to fortify and entrench their own position when not moving, by digging foxholes/trenches, pre-ranging artillery, setting up barbed wire, placing mines, setting up sandbags, concealing its' own positions etc.. As anyone who's been in the army can tell you, one of the first things you do whenever you re-locate to a new position is to start making defenses. The longer you stay, the more advanced they become. What starts out as a bunch of foxholes the first day is likely to be a trench network with barbed wire, mine fields, pre-ranged mortars and several alternative fighting positions after a week. This is especially true for infantry and engineer formations, who have historically excelled at quickly creating advanced defensive positions with relatively sparse materials.
Seriously, just improve Entrenchment as a variable.
an army with engineers and better tech should be able to get like, 30% Entrenchment over time, while a pure militia with poor tech should be limited to 5%.
Land mine research could improve defensiveness or entrenchment maximum value
Landmines should not be alluded to beyond the abstracted defensive bonuses. This is a game about strategic command - people on that level don't spend time thinking about each little piece of equipment and each weapon.
Well, developping landmines & sea mines was part of the tech choices made during WWII. It so true that mines were laid almost everywhere and some world areas are still struggling with leftovers...
On that basis, some could want to go there. Some levels of abstraction are good, other are not. It's a matter of preferences, more than anything else. You can have "grand" strategy games, straegy games and tactical games... the latter does not cover tech choices, while the 1st 2 do. Then, it's up to you to assess the level of abstraction you want. Too much and you lack details and lack possibilities. Too many, you end up entagnled between choices.
Not all armies are so insanely tolerant, to huge manpower losses...
Well, considering that any well placed minefield would also be the spot for an ambush, it often boils down to pick you poison. Do try and clear the mines and get gunned down as a sitting duck or do you charge through the mines and get blown up?
As said before, an undefended minefield is pretty trivial.
How about using artilery + mine clearing tanks to make a way?![]()
"If we come to a minefield, our infantry attacks exactly as if it were not there."
- Georgy Zhukov
How about using artilery + mine clearing tanks to make a way?![]()
Imagine few square kilometers of heavily fortified positions with AT guns and mines, how many artillery shells will you need to clear it and what the field would look like afterwards?
You are correct!
It would take tons of ammunition and what's more important time to clear the minefield and afterwards it would be quite a challenge for tanks not to stuck or slow down.
If minesweeper tank is destroyed all other tanks will stop after it. I think you can imagine what will happen to tank column standing in the open field?
IRL, armies were able to penetrate defenses supported by minefields without using tactics, which results in excessive manpower losses. Usually by concentrating on penetration of enemy line in a single, or a few points, while getting every possible support from engineers, artilery and airpower.
Walking through the minefiled is NOT an effective tactics, unless you dont care about you losses. And people should remember, that by the end of WW2 even USSR was running out of manpower, and if war was longer, they might have been in deep trouble as a result of their past decisions, which caused large manpower losses.
"If we come to a minefield, our infantry attacks exactly as if it were not there."
- Georgy Zhukov
Naval mines and landmines are two entirely different affairs though. Then again I'm not aware of a single major surface combatant sunk by mines in WW2. I might be wrong here but I've never heard of it (other than pure diver sabotage operations vs ships at port which IMO is an entirely different story).
Well, developping landmines & sea mines was part of the tech choices made during WWII. It so true that mines were laid almost everywhere and some world areas are still struggling with leftovers...
On that basis, some could want to go there. Some levels of abstraction are good, other are not. It's a matter of preferences, more than anything else. You can have "grand" strategy games, straegy games and tactical games... the latter does not cover tech choices, while the 1st 2 do. Then, it's up to you to assess the level of abstraction you want. Too much and you lack details and lack possibilities. Too many, you end up entagnled between choices.
Both commercial and military ships were lost to naval mines during WW2. The most significant impact to a single country was probably when Finland lost its flagship to naval mines.Naval mines and landmines are two entirely different affairs though. Then again I'm not aware of a single major surface combatant sunk by mines in WW2. I might be wrong here but I've never heard of it (other than pure diver sabotage operations vs ships at port which IMO is an entirely different story).