Veers
Member
Also, after looking at the WONDERFUL!! excel sheet from Telumar, it looks like the FR Exp. Force's HQ is not withdrawn (which would explain why it is still around in my games :laugh Shouldn't be hard to fix that, eh Mensch.
Good point, though i think we shouldn't make all units veteran. Late game german divisions, static infantry divisions in France should remain untried.Kraut said:- all units start as untried, that will have their proficiency going up/down by up to 33% during first combat, often producing wired results (from 50% proficiency panzer division to 100% SEC units ) Make all units veteran from the beginning
How do you mean it would help? If you mean that Inf.-Art. units are capable of artillery operations like a regular artillery unit, yes. Worth a try, but i fear this could lead to a slaughter, it would also drain more supply from the units, which could finally result in more evaporations. Also see Veers post on this. (you all posted when i was typing..)Kraut said:- it seems that the german artillery is 'hidden' inside the divisions, this will seriously hamper the defender as the artillery would therefor be unable to support other divisions. I have never tried this, but would replacing the Infantry symbol with Infantry Artillery help?
Then they should be assigned heavy AT rifles i think.Kraut said:- The Allies have Rifle AT- and HRifle AT- as their main squads, this gives them a too great AT capability for their infantry I think. Sure, they had the Bazooka/Piat, but it wasn't as widespread nor as good as the german Panzerfaust/Panzerschreck. Either beef up german infantry to HeavyRifleAT or lower the allied infantry to the normal non-AT version
Plus the inreased recon value (see my post above) this is too much, agree. Also i suggest to reduce the number of these vehicles in the divisions.Kraut said:Jeeps are modeled too strong in TOAW, they are as good as a Rifle Squad or a Heavy MG in their combat value and thereby add too much firepower to the Allies, while most of the Jeeps were infact used for transportation. [...] I suggest replacing Jeeps with Light Scout Cars
Jup. Thanks for your advices, any help and advice is welcome.Kraut said:- Put a +distance hex on the english airfields to realistically reduce the range of the aircrafts operating from there
Ahem, we are talking about german 1944 arty here, not soviet 1941The thing about arty being 'hidden' inside of the Divisions, is that it is that division's organic arty regt. so how often would it end up supporting another division? That is what the other division's arty is for, as well as Korps arty elements, which Mensch asked about, but never followed up on...
You are absolutely right, Stefan. Will movement be affected for entering a 'distant' location? I know from wintergewitter that the Gumrak airfield also is a distant location, and i believe i have read somewhere that it can be entered without additional movement costs. But i am not sure at all.Kraut said:Another thing I just saw: capturing several ports will increase allied supply, I think thats a bogus solution, as the allies didnt get more supply, but only a supply source closer to the front. So instead of increasing their supply I would just stick a supply source in those locations. And on minor ports I would put a +distance hex on that supply point, which will reduce the supply output from that port, simulating a minor port that isn't able to unload much supplies.
But you will have a map stacked with artillery regiments then (approx. 60-70 taking into account the number of german divisions), especially towards the end of the game when many german divisions will probably have been evaporated. The Infantry artillery unit solution would be better i think except the supply drain issue, but then what should be the reason to deny this capability to the allied forces? And what about the Panzer divisions? Give them the armoured artillery icon??Kraut said:Ahem, we are talking about german 1944 arty here, not soviet 1941
I am pretty sure that division A's artillery would support divison B should the allies attack there, the supply loss would be unintended but unavoidable in the current TOAW model.
The better solution would obviously be to seperate the arty from the division and make it a seperate unit, but that would obviously require quite a bit of work
Actually, the range is +/- 33% of the original untried proficiency. So, a 60% prof unit would be able to range from 40 - 80, upon seeing the elephant. I don't recall for sure, but I think that there was some weighting of the distribution to keep it more generally near the nominal.Kraut said:- several units start as untried, that will have their proficiency going up/down by up to 33% during first combat, often producing wired results (from 50% proficiency panzer division to 100% SEC units ) Make all units veteran from the beginning
This is usually a bad idea. The Infantry Artillery units are treated as artillery, which means that they do not advance after combat. Further, though they might lend their artillery strength to nearby attacks or defenses, this can be grossly manipulated by the enemy, and your entire line's readiness and supply would be drained in no time.Kraut said:- it seems that the german artillery is 'hidden' inside the divisions, this will seriously hamper the defender as the artillery would therefor be unable to support other divisions. I have never tried this, but would replacing the Infantry symbol with Infantry Artillery help?
Sounds like a lot of effort that will only make the situation worse. My suggestion is to break out the divisional level artillery assets but to combine them into corps level support units. Either into the Corps HQ's or separate ad hoc artillery units. Having a bunch of small regiments running around will probably just lead to them being evaporated by Allied air attacks, either direct or interdiction. The Infantry Artillery icon use is the worst of all possible "fixes" for the problem.Telumar said:But you will have a map stacked with artillery regiments then (approx. 60-70 taking into account the number of german divisions), especially towards the end of the game when many german divisions will probably have been evaporated. The Infantry artillery unit solution would be better i think except the supply drain issue, but then what should be the reason to deny this capability to the allied forces? And what about the Panzer divisions? Give them the armoured artillery icon??
A solution could be to take advantage of toaw3's new feature of scenario specific graphics in replacing the Infantry-Artillery and Armoured Artillery icons with the standard icons for Infantry and Armour, and also the paras and glider divs - they could use the para and glider artillery icon, respectively the substitution for them. Would also contribute to a smoother look. Still the supply drain problem remains.. Your thoughts?
Just a seat of my pants conversion on this is for every 6 jeeps in a unit, use 2 light scout cars, and 2 trucks. This would bring the engine's behavior more in line with the doctrinal use of the jeeps.Telumar said:I second the idea of replacing the jeeps with light scout cars, i tested it in the editor (COW version) and the recon value would drop at around 50-55 Light scout cars under the 99% value. What would you suggest should be the number of Light scout cars assigned?
Yes, this is a major issue. You should either bring the authorized levels up to the assigned levels, or the assigned levels down to the authorized. The former will keep the same initial strength to the units, and the latter will hamstring them. I can't vouch for the TO&E accuracy of the existing units, but I'm guessing that the former would be the choice for this scenario, as once the battle commences, casualties mount, and stragglers straggle, the replacements are going to have a hard enough time keeping up to even authorized levels.Telumar said:I also discoverd that some, if not all, german Panzer divisions have more tanks assigned than authorized. Wasn't there an issue with the replacement calculation?
Oh, i didn't know about that. But that's why we have you, James. So let's forget about that.JAMiAM said:This is usually a bad idea. The Infantry Artillery units are treated as artillery, which means that they do not advance after combat.
If that's how you're going to use the Resevre HQs, then i retract my previous statement. That sounds like a good plan.Menschenfresser said:Damn! I don't think Trey's port-supply event matrix is working correctly. So far as I understand it, if a port is demolished it's supply point is delayed until it is repaired. I just did a test where I used the Allied invasion force to take all the ports. Those listed as being 'demolished' still had their supply points. Which makes me suspect that the supply increase isn't working correctly either (which is even a bigger worry). Stay with me and I'll try to explain his event structure.
Event 1: Brest is captured - news only - Allies occupy hex.
Event 2: Brest port facilities have been demolished - triggered by event 1 - 33% chance of firing.
Event 3: Allied supply raised by 5 - triggered by event 1
Event 4: Activated by event 2 - Cancels event 3
Event 5: Activated if event 2 fires - delayed by 4 turns with a range of 26 turns - raises Allied supply by 5.
Event 6: Triggered by event 1 - places a supply point at Brest.
Event 7: Triggered if event 2 fires - cancels event 6
Event 8: Activated by event 5 - places a supply point at Brest.
This is the chain in a nutshell. All port cities seem to have this event matrix associated with them. Problem is, I don't know if this system works. What is supposed to happen: When the Allies capture Brest, they get a supply point and a supply boost, unless the port is demolished (of which there is a 33% chance of this happening). If it is demolished then both the supply point and supply boost are rescheduled to appear between 4 to 26 turns later.
I've noticed some other errors in this matrix, i.e. values left out.
EDIT: Veers, why don't you think the reserve Korps HQs should get some of the artillery? BTW, I'm thinking of taking out all 150mm ER guns (even authorized guns without any assigned ones) and moving them to the corps. They comprise most of the larger guns in the divisions. At the start of the scenario there are 559 of them on map. From the editor, their are a total of 1136 (I think) assigned to units in total. Since I don't want to double the number of 150mm guns on the map at the start of the scenario, I will have to put some in the reserve HQs and see if I can have these HQs arrive on map when they did historically. Seems Trey didn't bother, but just dumped them all on map at the start.