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sdawg

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Mar 5, 2017
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I mentioned in an earlier post that there are too many transport vehicles that end up bogging up the game. I thought I'd expand on that. (note that this is a common problem in wargames. trucks and halftracks, once the drop off infantry, either just get in the way, or are used as cheap scouts/etc. They kind of mess up the game. See Panzerblitz/panzerleader, even squad leader).

In any event; my argument in my last post was that with everything essentially mechanized (i.e. transported by armored vehicles), we have ended up with a Cold War game-not a WWII game. Infantry is undervalued, and thus plays less of a role on the battlefield.

To expand on that: I noticed that, as one example: M8 halftracks cost around 100 points. A squad on a halftrack, though, costs 40 points. With that squad and halftrack, you may think you are buying an infantry unit. But in fact, you are really buying another armored vehicle. The infantry, once it is dropped off (presumably in a town or woodline), is basically trapped. And in game terms, the halftrack, with the machine gun, is the significant weapons system. It will generally park behind the front lines (because it is easily destroyed by tanks/at guns, and is in danger to the infantry in close terrain). All fine and dandy.

But what THAT does, is create a mass of machine guns behind those front lines that essentially halt infantry combat at a given treeline/town. Sending in a platoon of infantry (three squads and a leader) also sends in 4 armored vehicles-not armored enough to engage tanks, and usually not armored enough to engage armored cars, but armored enough to nearly halt infantry progress, and destroy infantry effectiveness.

And the point is, it is basically free. For the infantry, an armored car (100 points) is just as much a threat as a halftrack (part of 40 points-the actual infantry squad is also purchased for that 40 points. How much would the halftrack alone cost: 20? 1/5th of the cost of the armored car?). As I said; a halftrack may not engage an armored car on equal terms (the armored car has a bigger armor-penetrating gun-perhaps 20mm). But it stops infantry, with its mg, just as effectively as that armored car. And, in fact, just as effectively as a 250 point tank. Infantry, the queen of battle, is stifled even more. The heart of WWII combat formations is largely irrelevant in this game because of the excess of armored vehicles (which includes halftracks).

So what is really just a means of transport has a significant impact on the game.

What I would love to see:
truck mounted and leg infantry decks. Even artillery should be more truck driven. Armored vehicles are more rare, and thus more valuable, and thus more important to the game. If armored vehicles aren't everywhere, they are only in particular parts of the battlefield-and selecting or identifying those parts (maneuver and scouting) thus become more important.

So, for instance:
4 scout cars
24 leg/truck infantry (this represents two companies).
8 leg/truck infantry leaders (the platoon leaders)
2 light artillery pieces
2 heavier artillery pieces
4-8 tanks (two platoons of tanks)
2-4 AT guns (one platoon)

In this battle: infantry fight for towns: they then fight for the countryside: leapfrogging from treeline to treeline, attempting to flank, attempting to bring artillery to the key point.
Armor is preserved for the important point-where you are hoping for a breakthrough-or as a reserve-once you've identified the opponents' armor, to stem his attempt at a breakthrough. If they break through, they really break through. They flank enemy held towns, for instance, and cut them off. They break through to the artillery park and destroy enemy artillery. And so on.
To repeat what I said in my earlier post: this would be more of a game of maneuver and positioning.

Right now, the decks are a Cold War model. Everything is mechanized, and everything is fast.
But if everything is fast, then nothing is. (if everything drives 20 miles an hour, nothing is 'fast' in this situation. If only a few things are 20 miles an hour, and marching men are 4 miles an hour, the few things are 'fast').

As a guess: I bet my version of the game would be much harder for the AI. That would be fine: make my version multiplayer only. A more complicated map, with more restrictive terrain, along with more variance in unit capabilities would be tough for the AI, but it would be much more fun in human vs human.

Steve
 

sdawg

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Mar 5, 2017
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"Lmao are they supposed to walk from the deployment zone to the front line, do you realize how slow this would be
"

If there were no no-man's land (no 'white' space-the red and blue spaces would just abut each other), they wouldn't have to walk at all. You'd set them up in or near the front lines at the beginning.

Or if the no-man's land were narrower, they also wouldn't walk as far.

Or if the initial setup were leg (thus didn't have to walk) but the later adds were truck mounted (so they are transported then their trucks disappear), there wouldn't be excessive walking.

There are ways around this.

steve
 

Baane

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As an example of how powerful of a system the half track was, you can turn to testimonials from U.S. soldiers in the war. I'll give an example:

You hear much about how American soldiers would quiver in their boots at the sound of the MG42, about how everyone dropped their gun and ran like the wind from "Hitler's Buzzsaw." However, in United States vs. German Equipment, a book of testimonials from the 2nd Armored Division, the infantry tells a different story. In fact, the interviewed Infantrymen and officers of the 2nd armored go out of their way to state that they do not fear the MG42, and that they have little (if any) problem with current U.S. machine guns. Seriously, I have looked at this volume from cover to cover and not found one testimonial from anyone stating that they have any real particular, irrational fear of the gun or its sound.

It's safe to assume that it has something to do with their armored transports, and the firepower that they bring to match the German machine guns - something that foot infantry lack, and had to deal with with whatever means they had available to them.

After having watched some game play footage, I would agree that half tracks are a little over the top, though. I think that would be best dealt with by making them able to be suppressed by small arms, and possibly giving non-armored infantry squads access to rifle grenades where historically present. While the hollow charge AT grenades had iffy performance against enemy tanks, they should level the playing field on half tracks and light armor just fine.
 

Vyllis

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Indeed Baane,
i would like to see something like:

. Rifle grenades.
. Allow infantry HMG to fire and damage open top/light armored vehicle like the half track MG already does.
. Allow maybe infantry to fire back and suppress the open top vehicle.
. Add "gunner knocked out/gunner killed" crit when open top vehicle are under fire.
 

LaggyWolf

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Indeed Baane,
i would like to see something like:

. Rifle grenades.
. Allow infantry HMG to fire and damage open top/light armored vehicle like the half track MG already does.
. Allow maybe infantry to fire back and suppress the open top vehicle.
. Add "gunner knocked out/gunner killed" crit when open top vehicle are under fire.

Adding vulnerability to open-tops from significant small arms fire seems like a better solution than limiting their numbers and it would be a pretty accurate simulation too since US gunners were pretty much exposed the entire time on the MG.

Right now, the decks are a Cold War model. Everything is mechanized, and everything is fast.
But if everything is fast, then nothing is.

Motorized*, it was a big deal in WW2. Mechanized infers the armoured & weaponized variation of motorization which was in it's infancy in the form of halftracks. And no, leg infantry are slow, heavy equipment are slow (AT, AA, Arty) and I imagine heavy tanks to also be slow.
 
Last edited:

SilentAlfa

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Indeed Baane,

. Allow infantry HMG to fire and damage open top/light armored vehicle like the half track MG already does.
. Allow maybe infantry to fire back and suppress the open top vehicle.
. Add "gunner knocked out/gunner killed" crit when open top vehicle are under fire.

We got the real solutions here
 

SuperCrumpets

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idk about solutions but ive definitely had problems with too many halftracks and MGs behind tree lines in general to the point where it can ruin infantry and makes them nearly unusable in some areas since even poking your head through some bushes to see the other side gets them mowed down by 20 mgs faster than you can even tell them to get back. Its usually a problem in phase C where you can end up with too much stuff in general though so idk if its really just halftracks.

The one thing i really dont want to have in this game is to have horrible stalemates where neither side can really attack the other like in Wargame sometimes (especially naval) and Ruse with admin spam where too much unit density = big blobs of doom that you cant attack unless you have your own blob.
 

mitchverr

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Just a couple things.

1 of the biggest issues i had with a ww2 wargame was fearing "walking in from the side of the map infantry" as i believed it would slow the game too much, it would also be a pain to balance because some countries actually motorised their ENTIRE force (such as the british doing so from the beginning to the end, glory to the universal carrier and its brothers). If we got rid, it would slow the game too much.

The second bit, halftracks are not OP or superpower vehicles, use what assets you have to destroy them, i specifically bring in at least 1 recon with a heavy machinegun/cannon transport for this role or failing that, a plane, light tank, something that can cripple halftracks. People keep wanting to nerf them, but armoured carriers with guns were literally game changers in real life, its a major factor in many battles.


You compare with armoured cars, personally, I think all armoured cars are overpriced and to limited per card, I would love to see the min per card for armoured cars be 2 and start in phase A, if they were "there" this halftrack problem wouldnt be a problem in my view.
 

evilcat

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  • I dont mind existence of halftrucks, if they existed in WW2 sure keep them
  • In game Halftrucks are VERY useful since it is armoured bren group.
  • Halftrucks units are very card effective, since for one card you get your grenadier and mobile armoured Bren
  • Division with many halftrucks should have less cards total than one without. (or other balance tools need to be in play)
  • Halftrucks inner balance is not perfect, HT with 2 guns should cost more than 1 gun.
  • You could throw granade inside HT, not sure about supression.
  • HT cards could have 4 units, when wheels 6 units per card.
  • It would be cool to have HT as separete support cards in addition to bundle infantry. Not sure if would use them always, but having such option is always better.
 

Von Graff

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Motorized*, it was a big deal in WW2. Mechanized infers the armoured & weaponized variation of motorization which was in it's infancy in the form of halftracks. And no, leg infantry are slow, heavy equipment are slow (AT, AA, Arty) and I imagine heavy tanks to also be slow.

You don't need to imagine, play Brits and call in a Churchill. See how long it takes to wander over to the front. At this point, especially when I'm pushed up, their main role is to give future me a pleasant surprise 6 minutes into the game when they finally get there.

Also, one thing that people need to recall is you pay a premium for the HT. Sometimes as much or more than the infantry - and I think for everyone except maybe Americans, they get a version of infantry without those. Americans might really need them though, since Arm. Inf has no MG of its own.

Having HT's be strictly separate would cause calling in infantry to be a nightmarish chore for what is supposed to be the cheapest (and therefore most likely to be most populous) unit type in the game.
 

Uncle_Joe

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The division so far is the 3rd Armored. US Armored Divisions in 1944 used Armored infantry Battalions (mounted in halftracks). There were no truck-mounted or foot-based infantry battalions in an Armored Division.

Here is a bit more info I found:

The halftrack was primarily used by the armored infantry battalions of the armored divisions in order to impart mobility to their troops. One halftrack was allocated to each infantry squad, and each machine gun and mortar squad had their own halftrack as well. Each armored infantry battalion had 72 halftracks. Halftracks were also used for other roles in the division like command and control, supply, and as armored ambulances. This resulted in a seemingly absurd number of halftracks per division; the 2nd and 3rd Armored Divisions each had 163 M2 Halftrack Cars and 441 M3 Halftracks (604 total) The "light" armored divisions (all other ones) had 448 total. The United States, unlike their German counterparts, suffered from no shortage of halftracks, and were not forced to substitute trucks to move their armored infantry.