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unmerged(57263)

Second Lieutenant
May 22, 2006
175
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First of all: Please excuse my bad english.

Wouldn`t be more realistic, that you could research truck brigades instead of motorized divisions. You could attach the brigade to normal infantry (or marine infantry).

Advantage: You are able to improve all infantry you ever bilt to "motorized invantry".
 
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unmerged(63614)

Sergeant
Dec 16, 2006
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Well another idea could be as this describes =

Instead of constructing '' - divisions of armour, -divisions of mech, -divisions of horse, -div of infantry '',

why not consider this option:

you have to have the unit on your national territory for this.

You have three types of division. Trained manpower, untrained, & reserve
(the difference between being base organisation values )

You have somthing called a weapon pool ( where you produce ten thousand rifles for IC cost, you produce tanks in perhaps the amount of 50 per selection, you make the flak guns, you make the armoured cars, the stugs, the hetzers, the hummels, the jeeps.
Heck the only thing you dont make is the supplies ( which has a slider representing ammo, hats, boots what you can imagine is already there )

Then once youve deployed your divisions to your land ( lets pretend their at boot military bases ) you select which weapons divisions will recieve each.

Different types of '' boot camp unit '' (( Trained manpower, untrained & reserve )) can cost different amounts to produce and also can only own what types of weapons are suited to them. be it tanks for normal trained troops or the simple rifle & bayonet for the untrained type of base unit.

reserve can function as regular troops also but they represent the 'DAD's army or the home guards being unfit poorly organised units of also the very young. The germans had volksturm the russians had penal companies the british had their reserve troops also.

before i finish i will give an example of what you do.
build a division as normal but because of the weapon pool that you ( or the computer controls )
what they recieve is up to either you ( or the AI )
you have a unit of reserve troops in the north of your country..... give them some rifles:
you have some crack troops down in the south give them some tiger & panther tanks?

this adds strategy to the game because you can more effectivly create poorly armed divisions ( all spades for example :p ) except this allows you to: where it matters..... create a unit comprised of main battle tanks with the modernest machine guns & flame throwers.
the user decides where his war material goes & the coputer could perhaps have a script or limitation of what weapons it builds so that you dont for example get an american army bording ships in washington armed completely with flame throwers & [anti]mine clearing tanks :)

you can see how the ( in a 1940 ) german game the player would move all the old rifles to poorer troops on the west wall ( over looking beaches )
& send all the good stuff to where its needed.
The user is limited to changing what a division is comprised of be it 1 bunch of rifles & 100 tanks or even nothing ( till he has got off his ass & remembered to produce those rifles that he forgot to build )

sorry for any spelling mistakes but i havent bothered to check this yet...

(special thanks to pernheart, the pellinor of modern days ^^ )
 

unmerged(56970)

Lt. General
May 13, 2006
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This thread is over a year old.
 

unmerged(84286)

Second Lieutenant
Sep 20, 2007
125
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I don't think adding brigades that increases speed is a good idea. People will use them for transport before removing them or overuse them and all other brigades would suffer. The exploit being that brigades don't have to travel to get places, but instantly redeploy.

I would rather have motor and mech be units instead of motorized infantry and mechanized infantry. And you could then use them to transport 1 unit of infantry, garrison, militia or commando (and possibly HQ, but not cavalry or armour) by attaching the infantry to it. This is a realistic approach and allows you to use them for transport instead of just fighting. If it is only able to transport unbrigaded units (sent to pool automatically), they can use the same brigades as now.
 

unmerged(80974)

Sergeant
Jul 24, 2007
69
0
Tech Tree proposal for Mobile Troops (Cavalry, Motorized and Mechanized)

Tech Levels:

1 - Great War Cavalry (1918) - activates the Mobile Troops class and the Great War Cavalry Division model;

2 - Basic Cavalry (1936) - new Basic Cavalry Division model and makes obsolete the Great War Cavalry Division model;

3 - Semi-Motorized Cavalry (1938) - new Semi-Motorized Cavalry Division model; it does not make obsolete the Basic Cavalry model (the player can still produce it), though it can be upgraded;

4 - Motorized (1940) - new Motorized Division model, activates the Transport Brigade class (mobility upgrades for "foot" infantry division), new Transport 0 Brigade model, and makes the semi-motorized cavalry model obsolete;

5 - Semi -Mechanized (1942) - new Semi-Mechanized Division model, , new Transport 1 Brigade model; does not make the Motorized model obsolete (the player can still produce it), though it can be upgraded;

6 - Mechanized (1944) - new Mechanized Division model, new Transport 2 Brigade model, and makes the semi-mechanized cavalry model obsolete;

7 - Post War Mechanized(1947) - new Post-War Mechanized Division model, new Transport 3 Brigade model, does not make the Mechanized model obsolete (the player can still produce it), though it can be upgraded;

8 - Cold War Armoured Infantry (1950) - new Armoured Infantry Division model, new Transport 4 Brigade model, and makes the Post War Mechanized cavalry model obsolete;


This tech tree could replace the existing Cavalry, Motorized and Mechanized trees, work with many of the current division models, make possibile for the player to keep building Cavalry, Motorized or Mechanized Divisions and to enable the building of a Transport brigade for "Classic" Infantry Divisions.
 

Bullfrog

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I like the "build your own divisions" idea that was kicked around by a few players a while ago. Instead of building vanilla divisions from your production screen, you build regiments and put them together as you see fit. This way you can also add or subtract regiments in a division, depending on what kind of division you want. Maximum 3 regiments(9BN), but minimum two(6BN) to be able to deploy.

Example: Two motorized regiments and one tank regiment make an armored division (or 2 tank, one motor, or 1 motor, 1 mech and 1 tank...whatever)

This way you could also upgrade or downgrade a division to a new class such as INF to MOT or MOT to MEC, simply by the makeup of its regiments.

The regiments are INF, MOT, MEC, ARM and so on but your divisions are whatever you choose. Obviously this is similar to making a Corps from several divisions, just on a smaller scale.
 

unmerged(7415)

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Jan 23, 2002
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I like the idea of Truck Brigades becoming available for addition to Infantry divisions. These might become available at the same time that Motorized Infantry becomes available. They should not replace Motorized Infantry. Rather they should only add to the speed that an Infantry division travels at. Engineers are +1. The Truck Brigade should be +2, and possibly upgrade to +3 when Advanced Motorized Infantry becomes researched.

It should not effect attack, defense, or hardness values. It just means that the division has a motor pool to help move their equipment. It should effect supply and oil consumption!!!

Otherwise... I tend to build 70% artillery brigades, and about 20% engineer, and 10% other types.

Interesting idea.
 

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I like the idea of creating your own types of divisions from scratch very much, i would really love the idea of having my army tailormade for my needs, and it would also add to the flavour of the game.

On the concept of truck-brigades, I would suggest a different approach.
Instead of having the trucks as brigades that you have to manually attach and dis-attach, each division in the game should have a value for its motorization (like str/org), which represents to what grade they are motorized and that can be influenced via technology and costs IC to refill.
For vanilla INF this would be 0 and could be upgraded via technology research, and would add speed and oil consumption to the unit. However, as with upgrades, supplies and reinforcements, you could have a button that allows you to choose, whether the specific unit will receive the mobility upgrade or not.
You could also have specific air-missions that target motorization and therefor slow down an enemies advance or decrease his responsiveness.

What do you think?
 

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Mædhric said:
On the concept of truck-brigades, I would suggest a different approach.
Instead of having the trucks as brigades that you have to manually attach and dis-attach, each division in the game should have a value for its motorization (like str/org), which represents to what grade they are motorized and that can be influenced via technology and costs IC to refill.
For vanilla INF this would be 0 and could be upgraded via technology research, and would add speed and oil consumption to the unit. However, as with upgrades, supplies and reinforcements, you could have a button that allows you to choose, whether the specific unit will receive the mobility upgrade or not.
Well, 'vanilla' INF would not have zero motorisation as they have trucks/tractors for artillery and equipment in many cases. Remember that we are speaking of Divisions, not companies and the like.

Having a separate track for transport seems too complex, to me. Just have different grades of 'mobility' attachment - e.g. minimal horse, maximal horse (cavalry), minimal truck (infantry), maximal truck (motorised), amphibious (marines) etc.

Mædhric said:
You could also have specific air-missions that target motorization and therefor slow down an enemies advance or decrease his responsiveness.
Tagetting the supply elements (as by interdiction) may hit the trucks first, but in the end it forces combat troops to go get their own ammo, thus reducing the combat Org and STR in effect in any case. Since Org should affect movement, the effect is likely to be just about identical without the complication of an extra STR track, it seems to me.
 

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Balesir said:
Well, 'vanilla' INF would not have zero motorisation as they have trucks/tractors for artillery and equipment in many cases. Remember that we are speaking of Divisions, not companies and the like.

Having a separate track for transport seems too complex, to me. Just have different grades of 'mobility' attachment - e.g. minimal horse, maximal horse (cavalry), minimal truck (infantry), maximal truck (motorised), amphibious (marines) etc.


Tagetting the supply elements (as by interdiction) may hit the trucks first, but in the end it forces combat troops to go get their own ammo, thus reducing the combat Org and STR in effect in any case. Since Org should affect movement, the effect is likely to be just about identical without the complication of an extra STR track, it seems to me.

I don't think e.g. the Nepalese Army made heavy use of Trucks. I see your point though, but with your proposal it would be the same if an infantry Div wouldn't have an attachment for extra mobility. In any case, it would have to be a slot in which you can only put mobility attachments, otherwise it would be too much micromanagement. You would have to change from ART to trucks and back for transports if you want to have the full benefits. Just my opinion though.

Regarding the extra STR attack, it wouldn't be too viable in combat, but you could slow enemy troops down by destroying their means of transport while they are deploying to the front or retreating. I don't think any value of ORG above zero affects movement at all, at least that's what I see ingame. Or perceive, but then again that would be the same :rolleyes:
 

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My guess is the Nepalese used mules (or yaks? :) ). But the only division I see without any transport element at all is garrison.

The system I propose is not really the same as current 'brigades'. A unit consists of three (or in some, temporary, cases four) elements. First is the 'core' of trained manpower with all personal kit and personal weapons. Second is the 'equipment' - support weapons, engineering gear, fighting vehicles and support stuff like field kitchens and hospitals. Third is the transport element. The possible fourth element is a 'special mission equipment' element - either airlanding or amphibious assault gear (parachutes, gliders, landing craft, floatation gear, assault boats, etc.).

I know Org does not (apparently) affect movement now - I'm saying it should. Maybe move = 50% + (Org/2)% of full 'normal' move?