I posited this at Podcat in another thread specifically about the mechanics, but as I think about it more it seems worth including if not already in.
While Art currently boosts soft/hard attack stats in a division, it doesn't seem to affect the oppositions org while aerial bombing does.
I'd like to see enemy units under fire from Art suffer a direct org loss of some amount in a similar manner as interdiction bombing. This would obviously be limited to engaged units and not those in reserve, but would help to improve the game play by allowing finer control over the Rock Paper Scissors trade-offs in designing and equipping your divisions.
In the WWW when Daniel stripped his Inf to bare bones to max their org and keep their tempo up, right now there is no risk as long as he can bring enough soft attack to bear (overloading a salient, better inf weapons, etc) to effects 'hits' on the enemy divisions then both combatants loose org at roughly the same rate. So while he may take disproportionately higher casualties given sufficient manpower reserves there's no adverse affect on his combat tempo and the result is a zerg rush working to overwhelm an enemy front.
I'd much rather see artillery have the effect of breaking up an attack, or suppressing the defenders ability to properly organize their defense as is/was the case IRL such that proper fire support can be used to break up an attack or pin a defender to allow your infantry to close without being mowed down.
Maybe implement it as a scaled penalty that varies the org loss with the success of the soft attack:
if 'soft attack'=success
org loss = X
else
org loss = 0.1X
end
This would have the benifit of allowing combined arms and mechanized infantry to play the role they typically did in supporting an attack by making it less susceptible to small arms and shrapnel.
Cheers
While Art currently boosts soft/hard attack stats in a division, it doesn't seem to affect the oppositions org while aerial bombing does.
I'd like to see enemy units under fire from Art suffer a direct org loss of some amount in a similar manner as interdiction bombing. This would obviously be limited to engaged units and not those in reserve, but would help to improve the game play by allowing finer control over the Rock Paper Scissors trade-offs in designing and equipping your divisions.
In the WWW when Daniel stripped his Inf to bare bones to max their org and keep their tempo up, right now there is no risk as long as he can bring enough soft attack to bear (overloading a salient, better inf weapons, etc) to effects 'hits' on the enemy divisions then both combatants loose org at roughly the same rate. So while he may take disproportionately higher casualties given sufficient manpower reserves there's no adverse affect on his combat tempo and the result is a zerg rush working to overwhelm an enemy front.
I'd much rather see artillery have the effect of breaking up an attack, or suppressing the defenders ability to properly organize their defense as is/was the case IRL such that proper fire support can be used to break up an attack or pin a defender to allow your infantry to close without being mowed down.
Maybe implement it as a scaled penalty that varies the org loss with the success of the soft attack:
if 'soft attack'=success
org loss = X
else
org loss = 0.1X
end
This would have the benifit of allowing combined arms and mechanized infantry to play the role they typically did in supporting an attack by making it less susceptible to small arms and shrapnel.
Cheers
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