Hi, Some good points Purist, :thumup: but just to create some discussion:
The Purist said:
The high level of training (to say nothing of the cost) and the expense of the guns and ancillary equipment makes these assets too valuable to be used in a direct fire mode. They're loss in the front line would remove the asset from the entire division.
The short reply is "SO?" :laugh:
CM is after all just a 30 minute action with no future consequences so why not use everything the "tac commander" has on hand to win the battle. Non-historical sure, but so is the entire 30 minute action (most likely).
Realism and at least a nod to actual doctrine is what sets the CM games apart from the the rest of the RT rubbish out there that claims to be 'tactical' or 'strategic'. A CM player has imperfect knowledge of the situation and imperfect control over his forces,...known to all as "Fog of War". I much prefer the realism, otherwise we might as well all play 'Doom', 'Donkey-Kong' or 'Age of Empire'.
Good points and completely historical. However, why do you think the designers put them on the units purchase screen and not omitted as other units were except for some possibilities they might be used? :hmmm:
I'll admit it looks very cool to see a Hummel blast a building, but. Consider, also, that a panzer division would only have 1 batery of these SPA (perhaps 6) and that total production totalled a mere 714 pieces and you can see why they would not normally be seen in the front.
Yes it is quite a sight to shoot a few rounds into a 2 story building and then see it disappear in a cloud of smoke! And if you're lucky it will be burning too!
But now you have a problem, as you are in fact playing a game. In a "game" why can't you simulate such rare "possibilities?"
Most such games (historical time period games anyway) are simulations of historical actions, not exact recreations of an action. Most said exact recreations are in fact boring as the historical outcome was that way for a good reason.
I assume that players want to play challenging & balanced games where their skill determines the outcome, not an already preset list of conditions that guarantees them victory. And yes most want to change history through their own actions & plans.
But how many players want to play EXACT recreations of battles and play the lossing side knowing they are going to lose? Is the fun in not losing as "badly" as they lost historically? But then you still lose anyway.
"Kursk" & "Stalingrad" were Russian wins for good reasons, so were the Indians victory at the "Little BigHorn," and the Germans victory in Poland. The losing side is historically and realistcally going to lose everytime.
Take the small battle of the "Little Bighorn" playing as Custer suppose the player doesn't divide up his meager forces- {note you have just lost the game as you did something not "historically" done.) Suppose he takes along the Gatling Guns he turned down (note you have just lost the game as Custer did not historicaly take them along.)
So you are not truely "recreating" those battles historically you are "simulating" what might have happened.
Once you change the historical setup, units composition, weather, reinforcments etc. you are no longer recreating the action but simulating it. And once you go off of one historical "thing" who says that by adding a broken down Hummel just now repaired and ready to fight that you are destroying historical accuracy?
The games are meant to be fun to play and if by adding a big caliber SPA that realisticaly say "probably" wouldn't be on the front line can add some fun why not include it?
I know the first time I ran into an opponent using a Brumbar fighting in a town was quite a surprise! :scream:
But it was also fun as heck running around trying to stay alive while at the same time figuring out a way to stop that beast. (Eventually a heroic Engineer ran out and threw a "mine" on it & bang!! It was dead.)
I'd rather play a fun / balanced "semi-historical" scenario than a historical lopsided one where one side cannot win- only "lose less."
I design scenarios (I hope) to be fun first, if you don't have fun playing why would anyone else play it? Then I modify it in all the "semi-historical" aspects.
Setting: could the units I want have been there, was the terrain "there," is the desired situation possibile?
Note- I didn't say "probably" there but, possibily there. And that is what adds the fun elements.
I enjoy getting to use those "rare" and "unqiue" units: there are just so many T-34's and PzIV's that I can run before boredom sets in. And if once in a while I get to run a Hummel or Kingtiger I'm very happy & pleased.
I'm sure everyone has his own ideas and set conditions for playing CM. There are the posted "Rules" about which units you can buy when etc and that is all well and good. As long as you and your opponent agree there's room enough in the CM world for everyone to have good, fun competition!