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Kensai
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Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

Wed May 21, 2014 2:24 pm

I always thought trench warfare works nicely and RUS proves that, especially once you reach levels 6 or 7. Perhaps some logic needs to be added to make it easier to have same-region battles that are really costly for the side that decides to pass on the offensive (or assault).

Some ideas:

  • make it so assault and attack stance are somehow different, ie assault could be used not only for siege assaults, but also for more vigorous attacks
  • make sure that battles do not occur necessarily at 95-5 Military Control of a region and change slower when two nations are locked in trench warfare


Just saw the screenshot of the Southwestern German border region. Make sure that small region "Loerrach" is called "Konstanz" since you placed "Freiburg" as the border region. I am totally perfectionist as far as accurate maps go. ;)
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wosung
Posts: 535
Joined: Wed Feb 21, 2007 12:58 pm

Wed May 21, 2014 3:27 pm

I am curious about in-game trench warfare as well. IRL it really was about surviving in the death zone (as attacker and as defender) and about crossing it. Did some serious reading on it lately. I think, the defensive part of it often is failed to be seen:

Death zone towards 1918 meant
1. only a weak picket line up front, b/c those troops were going to die anyway,
2. defense in depth,
3. forces for immediate counterattack.
Like 1/3 for each of the 3 tasks, sometimes less for up front.

There were variables:

1. Army (XXXX) commanders, all manuals and regulations nonwithstanding, those were suprisingly free as to their defensive arrangements. Thus, even in 1918 some of them still used fully manned front trenches, some only picket lines.
2. Terrain: sometimes there simply wasn't enough for real depth.
3. Communications: Deployment, proximity to front and the very counter-attack were a delicate thing.

The offensive part of trench warfare normaly is simulated by special units, like powerful but less mobile arty, stosstruppen and tanks. The defensive part of it in games normally is reduced to digging in. But imagine this game mechanism in a WW1 strategic game:

1. Entrenched army or corps counters. ROE about the distribution of their divisions between front-line, defense in depth, counter-attack.
2. Army commanders with different defensive traits (counter-attacker, in-depth specialist).
3. A value for possible defensive depths per map province.
4. Chances of counterattacks depend on communication technology, command ability & traits.

So, even if the frontline doesn't move you'd have something to do without much micro-managing.

Last not least, the map is really looking good, But it would be great if the label Hesse wouldn't be close to the North Sea.

wosung
Posts: 535
Joined: Wed Feb 21, 2007 12:58 pm

Wed May 21, 2014 3:37 pm

To forum manager: Rafiki?!

Shouldn't this thread being moved to the To end all wars sub forum?

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Leibst
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Wed May 21, 2014 4:29 pm

I could even say that in AACW i had some games with trenched static fronts.So Ageod engine wasn`t so far of that kind of war. With this new engine and a high trench level i think its possible to have that kind of fronts well represented. What it is needed is Athena way of planning its movements like in WWI not like in Napoleons times and thats what Pocus is talking about.
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marek1978
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Posts: 347
Joined: Tue Oct 19, 2010 1:31 pm
Location: Warsaw, Poland

Wed May 21, 2014 9:22 pm

an interesting thing i read about EAW :
„Fun Fact: Purely by accident, To End all Wars can actually be considered to be a hex-based game, as every land province has six other land-provinces surrounding it.”

I was wondering whether it is possible to simulate situation in which it is actually good to be on offensive. Performing the proper Verdun plan – sending loads of artillery to destroy force that is numerous and defending.
I wonder how the game will stimulate importance of constant delivering reserves and ammunition to the formations

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