Jump to content

jahuu

Members
  • Posts

    2
  • Joined

  • Last visited

    Never

Everything posted by jahuu

  1. The same problem exists in every game of the General series, (Paner General, Pacific General, etc.), in Strategic Command 1 and in all, in every Grand Scope strategy game with the elements of bombardement. The problem, of course, is that bombardement damage is in no way tied to the actual size of the unit. "It is easier to kill two guys from the pack of a hundred than from the group of three guys." Everybody knows that, it is just common sense. The problem, albeit sounding like a minor one, is actually huge when it comes to grand strategic scale. Nothing beats that "killing the retreating unit with a fighter squadron" - tactic. It causes major unbalance, ahistoricism, illogicality and generally is an abuse of a horrendeous scale. The solution is, naturally, to have the ranged attacks of units (Artillery barrages, rockets, bombers, naval bombardements...) decrease in effect, the smaller unit they attack. So the damage of the bombing is, say, only 50% when the unit engaged is at 75% - 50% health, and something like 25% when under 50%. Also if stacking is a feature in SC2 (Stacking = having more than one division in the hex/province), the bombardement damage would be 150% or so. I apologize if the matter has been adressed before, but better to be safe than sorry, right?
  2. First of all I apologize most deeply if this is the wrong forum to post this in. As my idea is meant for the whole Combat Mission series and is not a technical issue, nor about a scenario, I thought I would post it to a forum where veterans of the game would be. I also I apologize if the idea has been brought up before. *Close combat zones or hand to hand battle* It is quite odd how clearly superior armoured forces are in Combat Mission, even at close ranges. Same goes for bunkers. Even at two meters, a range from which any soldier could shoot through the slit, the armoured unit is dominating. In CMBO, the Combat Mission game I have played the most, the only infantry unit really capable of destroying an enemy tank is the panzershreck unit. However as far as my history knowledge goes, many tanks were destroyed with various close combat methods. In addition to the various sticky bombs there is shooting through the viewing slit, or just generally "riding the tank", Ie. climbing on top of the tank leaving no targets for the tank and usually demoralizing the tank crew. Similarly for bunkers. If not going into the bunker and clearing it out, one could still throw grenades into the building, through the firing slit, or just apply handgun fire throughoutly. As I suspect that is is no news for anyone that bunker and tank crews are mortals just like everyone else, I can leave these examples and go to the idea itself: In order to portray the fact that at extremely close ranges the infantry could take advantage of their clumsy and heavy armoured enemies, I suggest that all units will have a zone of close combat around them. If an unit enters this zone, new battle factors will come into affect. For example morale, experience and fanaticism will become major factors in hand to hand combat between infantry units. Weapon parametres on the otherhand will mostly lose their importance apart from submachine guns that will now be of great value. When close combatting an armoured unit, again experience and morale mean everything. If the bunker crew is green, paniced and in all not that all fanatical, they will most likely surrender when the first enemy units start knocking the back door. Also the chance of the engaged enemy unit surrendering will increase drastically. The combat zone (Circle naturally), in my opinion could be something of the diameter of ten meters, thus five meters of distance to the unit. This would mean for example that all fighting within a house would be considered close combat. As for the benefits of this change I present two examples: 1.CMBO: West Wall defences, I control the axis forces. My center is quickly overran by the Americans, all my bunkers destroyed by direct hits, same goes for my right flank. However in the left flank I have one 75mm cannon pillbox, and a supporting tank (PzIV, IIRC). The American halftracks and casual tanks arriving to the scene are quickly destroyed with these two, however it is of no difficulty for the American infantry to slip through. Opposed only by one machine gun and a few slow heavy guns, the troops have an easy time running behind the pillbox, thus leaving the tank as their only threat. Quickly the troops cave in around the tank, some three to four squad of infantry surround the Panzer. Yet in the following four turns of combat, the Americans do nothing but attempt to run away. They do not attempt to engage the pillbox allowing their friendly tanks to enter the combat, nor do they hop on the broad back of the panzer saving themselves, nor do they run to the tracks and duck to be below the firing line. Instead they wait there and give the tank free kills. 2.CMAK demo: Playing the American side in a defensive mission. Aiming to keep hold of a light building I amass vast quantities of troops in and in the premises of it. Including those, as we are facing Rommel`s armour, is a bazooka team. It is in farmost corner of the house, so it is not targetted in the primary assault, during which all the other troops in and around the house are killed or routed. Now the American flag on the building turns into a question mark, and the Afrika Korps have entered the building. Yet for some reasons my shaken bazooka team will not move, will not engage the enemy, nor will it surrender. The AI decides to leave this rifle team behind, and so for three whole turn the bazooka team and the Afrika Korps inhabit the same building. It is only when I try to retake the building, and the Germans send reinforcements to the area, that my bazooka team joins the fight and is eliminated. To my knowledge and point of view, both of these cases would have benefited from the system I propose. The risks of this system are those of unrealism and unbalance. Yet five meters is a range very hard to get in, especially if the target has noted the approach. And as far as realism goes, I can not think of any reasons why an infantry unit could not fire through the bunker slit at one meter, but rather wait for a tank to fire at the same slit from five hundred yars. Thank you for your time, I`d appriciate all feedback on the idea
×
×
  • Create New...