[hirr]Leto;1393502 said:
Isn't the inability to crash a hedgerow by a tank without cullins or dozer implements a very insignificant but very groggy point?
I think the real point is that Normandy was picked for the kick off of the new WW2 CMx2 game and that many have already pointed out that the hedgerow battle enactments may not provide the type of gaming that many of us (who loved the freewheeling mobile style) would like?
There are definately tactics that must be adhered to in the bocage, but it is also rather limiting in what can be done and how you may approach a map, especially on small maps (go straight down the road, or down one or two other possible avenues).
I am sure that scenarios will not consist mainly of bocage, as that would be a complete deathknell for the game's playability and interest right of the bat.
Normandy was notable from the American perspective for three things:
a) the amphibious landings (marked by special fortifications, landing craft, and "funny" tanks - specialized armor)
b) the airborne landings, the largest in history until surprassed by the MARKET operation in September, marked by mass parachute landings in the dark
c) fighting in the bocage
Two of these three aspects are ignored completely in CM:BN. The remaining one is depicted in a level of detail open to the discussion we are now having.
My guess is that the Battle of Normandy was selected because it is a convenient chronological beginning to the northwest European campaign for the US Army, and more saleable than Italy or North Africa. I'm sure BFC's demographics gathering - and they have reported this - has told them that CMBO was more popular than the follow up games depicting other theatres. We've discussed this in the past. I'm not a fan of that logic but can't argue with it on grounds of data.
Your post is internally inconsistent. You decry a lack of mobility - in other words, options for movement - in one sentence, and then in another say that providing options for movement - vast options, actually, if a tank were given the ability to operate through the hedges that will presumably cover large tracts of any reasonably accurate map (or even ones that anything close to resemble those created for CMBO) - is a minor point of trivia.
Which is it?
I just look at that Cuneo painting and think it is a missed opportunity - put it into stark game terms if you like and forget historical accuracy. The image of a tank teetering on the brink like that looks like something dramatic and fun, to me. Pictured in the context of a 60 second turn, wondering if an enemy infantry unit will break its suppression and get a shot off on the vulnerable underbelly - isn't that the whole reason people play this thing in 1:1, zoomed in, with replay capability to begin with?
And in historical terms - the painting depicts an actual incident - so the story goes. A future Archbishop of Canterbury is purportedly commanding one of the tanks. Cuneo's bonafides are well known. One imagines he has done his homework.
I can't quibble with your conclusion about the number of bocage scenarios we are likely to see in future. We have seen blessed few desert scenarios for CM:SF - or any scenarios. How much "fun" bocage becomes remains to be seen. I don't know that giving tanks the ability to drive over a hedge makes it any more enjoyable to claw through bocage - probably not. But that's an entirely different issue. Given that bocage
is depicted, I would think that the desire is to get the modelling as close to complete as possible.
I don't doubt this was discussed among the beta team - or at least, one hopes. I also know that hundreds if not thousands of issues can come up in the course of a four year development cycle. If it is something that can be discussed again and even adjusted - why not? BFC has been open to change in the past. This would be a major change, though, and I disagree with your assertion that it would be trivial.
The ability for tanks to traverse terrain only along roads and through passageways, as opposed to over hedges, would have a large impact on how scenarios were played. I have to believe this was seriously considered when the terrain effects on movement were designed in the planning stage. This is what game designers do. Perhaps there was even a beta build in which tanks did have the ability and the scenarios were felt to be too unbalanced. I could respect that, if it were the decision. But we don't know. It may be too soon to be discussing this. Maybe they'll even rethink it before the game releases based on feedback from the demo. I think it unlikely at this point, but who knows.
Anyway, to sum up - if the game really wants to be representative of anything about the Battle of Normandy in anything besides the dates on the scenario briefing files, it should endeavour to capture at least one or two things that were unique about the fighting there. They've actively passed on amphibious landings and landing craft. They've said "no" to DD tanks and specialized fortifications. Parachute landings and gliders and anti-aircraft units are out. So they're left with bocage, which made up the majority of the terrain they fought through. Now you can have bocage to look at and fight around, or
deal with. Part of the dealing was knowing when you could drive over it - take a risk - or expend the energy on the demo charges and dozer tanks and whatever.
Otherwise, as you point out, just call it Quick Battle 2.0 and fight your vanilla Germans vs. your vanilla Americans - and when the Ardennes module comes out, call it Quick Battle 2.1 (Snow Module). My criticism of the Marines mod was that it was just GIs in different colour clothes. Normandy may well turn out to be CM:SF with leafy trees if you can't do enough different things with the terrain to make it unique. Given a choice between "more" stuff to do, and "less", my choice is always going to be more, variety being the spice of life. For the life of me, I don't understand those who turn noses up at more. As if they are paying the bills for Charles' coding time.
As I stated before, I'll reserve full judgement until the actual game comes out. But I'm not buying the game based on how the little movies look. I'm fully on record as not being that type of player; I am concerned with how the tactical decision making is modelled. All I can tell you is that this is definitely a much different feel from other well-respected depictions of bocage fighting. That includes CMBO, too, for what it is worth. I would expect it not to be a carbon copy of what others have done, but the feel needs to be based on solid research, and decision trees need to be suitably rich and complex, interspersed with the vagaries of fate and chance.