What do you propose?
I see a lot of people in this thread saying ''this type of division should do this to this division'' and that's okay, I guess, but I wonder, when you imagine an infantry division that ''sucks'', what are the stats of your infantry battalions? Your artillery battalions?
We already have artillery with almost triple the soft attack of infantry. I don't know where the limit to ''sucking'' goes, but a division with three infantry brigades and an art brigade will have a lot more soft attack than one with four infantry brigades, at the cost of lower organization and speed (and possibly toughness/defensiveness). I don't see why this isn't sufficent? It seems like it will work well to me.
The problem that I have, and many others have is historic plausibly. By that I mean, at what point do we sacrifice what is realistic and factual for game play. Infantry without artillery support simply cannot attack. It cannot. Infantry without modern, proper infantry support results in WW1 style trench warfare where nobody has the ability to move and attack. It took 3 years in WW1 for people to figure out how to use artillery to attack, but once they did the entire war started to change.
Without proper indirect or direct fire support, infantry is meat. It can be achieved by artillery, it can be achieved by armor, it can be achieved by self propelled guns, but it has to be achieved by something.
The only time that these types of support regiments should be left out of the division design is when they are being detailed with very specialized purposes. Such as very low infra regions where the logistical footprint of these more supply hungry regiments would actually diminish the effectiveness of the division.
That isn't about being diverse or achieving balanced gameplay, it's about making sense. Infantry is good, infantry supported by artillery or some other heavy hitting fire support element should almost ALWAYS be better.
In this game, attacking with infantry in an area that can properly support direct or indirect support regiments should be like running face first into an airplane prop engine. Making things realistic, without being deterministic should be the goal of this game design. Real life strategy, real life division composition, these are things that should work. It isn't deterministic to say that if you can use artillery or other direct or indirect fire support regiments you should use them. It just makes sense.
I think the big issue with WWW is that they are still fine tuning things like logistics. Daniel is powergaming, and as such he is abusing the mechanics of the game as they exist to confer an advantage. If artillery was better he would have used it, but it isn't and I think the reason is how logistics and supply are working in that build.
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