Posted: Sun Jan 16, 2011 7:52 pm
I suppose we could force some air-portless maps for the phasing player, forcing him no choice but to get at least a couple AD units for these occasions...
If you look at my original suggestion again it was not to give them the ability to fire at any aircraft within that range but rather to fire at any enemy aircraft within a hex of any friendly unit within the AD's range which fits their distributed nature perfectly. That the AD radius may cover swaths of enemy territory is irrelavent if there isn't a friendly unit there with an attached AA platoon.Rudankort wrote:Indeed, if AD range is increased significantly, they might be more useful in all but the most fast offensives. But then, their range will cover huge portions of enemy controlled territory, which cannot be explained by their distributed nature.
Indeed, I missed that. Still, the more I think about this, the more I find this scheme counterintuitive. If every unit has an AA platoon attached to it, why does it lose its ability to defend against air threat when a "central" AD unit is placed in organic transport? If those AA platoons implicitly have associated transports which enable them to move together with units they are assigned to, why they suddenly disappear when the central AD unit falls behind?boredatwork wrote:If you look at my original suggestion again it was not to give them the ability to fire at any aircraft within that range but rather to fire at any enemy aircraft within a hex of any friendly unit within the AD's range which fits their distributed nature perfectly. That the AD radius may cover swaths of enemy territory is irrelavent if there isn't a friendly unit there with an attached AA platoon.
Because within the limits of PG abstraction, the movement of the central AD headquarters represents the average movement and coordination of the various subunits. Minor movements of friendly units within the umbrela are covered by coordinating subunits so they're not all in motion simultaneously and can cover for each other. Major movements on the otherhand, requiring repositioning of many sub units simultaneously cause a dramatic drop in overall AD effectiveness until assets can again be most effectively distributed for area defense.Rudankort wrote:Indeed, I missed that. Still, the more I think about this, the more I find this scheme counterintuitive. If every unit has an AA platoon attached to it, why does it lose its ability to defend against air threat when a "central" AD unit is placed in organic transport? If those AA platoons implicitly have associated transports which enable them to move together with units they are assigned to, why they suddenly disappear when the central AD unit falls behind?
Not really... I just have alot of experience trying to justify abstract gaming concepts, particularly if they're part of a game which plays loose with realsim anywaysRudankort wrote:You seem to have given this a lot of thought.
Also, I'm afraid that in PG gaming model buying a fighter will still be much more attractive than buying an AD, because your goal in most missions is to grab air superiority and bomb the heck out of the enemy, not protect your own units. And by the time allied air force becomes overwhelming it is already too late to invest into AD branch.
Indeed, I missed that. Still, the more I think about this, the more I find this scheme counterintuitive.
However, the idea of bringing AA along in your spearhead is to use it to protect your otherwise vulnerable transport from unexpected aerial assault, which realistically you couldn't scout ahead against because of the speed (amount of hexes moved) air units had. So, as a happy medium, perhaps towed AA units could have some sort of 'quick deploy' functionality that allows them to immediately unpack and provide their AD capabilities to the rest of the spearhead, within normal range restrictions.
IIRC, PG-III had 3 hex ranges for the 88 AA, which is another reason I always tried to keep one around. And then you could also extend the range by 1 hex if you had a strong enough leader and enough action-points left to do so.PG2 where some tanks and ATG units such as a King Tiger had an attack range of 2 hexes
I like HQ units in practice but with this game I think it would be a tad to much for this type of game. Being we go from scenario to scenario, I think an HQ would be more required for a more GRAND map, i.e. the the entire Eastern, Western, or Southern front type map.Obsolete wrote:I would not mind seeing HQ units, perhaps this could be integrated to prevent people from complaining about the un-realism of wondering units behind lines at no penalty.
But development may be too far along by now to incorporate these...
COMPLETELY agree with those two statements. Its been so long since I played PG2 I forgot about those features.boredatwork wrote:New to the forum but keen on the upcomming PzC.
Without knowing how closely or otherwise PzC follows the original PG it would be hard to say which improvements PG2 made on the later would be in anyway applicable to the former.
However 2 things that I thought were big improvements with PG2 are:
1) Anti-tank units only loosing the initiative to tanks if they moved *before* firing.
2) a) Air units not revealing their entire flight path and b) Recon Units being able to break down their move into phases.
Both these changes made 2 previously broken classes which had little utility other than as broken tanks usefull in the way they were intended.
I agree with most of your statements, such as AD units should be more air SHEILDS as opposed to air KILLERS.boredatwork wrote:IMO the real fix for AD units to make them viable as core units is to change their mechanics from air killer units (which they will always be at a disadvantage compared to fighters due to the later's mobility) to air shield units (a unique role at which they could be uniquely effective):
- Rather than assume all the guns are at the location of the unit itself instead assume the unit represents the location of the AD headquarters (battalion or Brigade)
- Rather than assume the range is the actual physical range of the gun instead increase it to 4(?) to 6(?) and have it represent the C&C/supply range for all the abstracted sub units (platoons & batteries) attached to Friendly units within that range.
- Divide AD into 2 categories: heavy and light.
- **Reduce the kill probability for all AA guns**
- Do not treat AD units mechanically as artillery that fires at aerial targets but instead:
Key concepts:
Heavy AD HQs: any enemy aircraft that *overflies* ANY hex within the ZOC of ANY friendly ground unit within a HEAVY AD HQ's range is brought under fire for a small chance of taking casualties but a large chance of having suppression inflicted **for the remainder of the turn**. Note by overfly it doesn't actually have to stop within the radius, the AA merely takes opportunity fire as it flies by.
Light AD HQs: any enemy fighter or tac bomber that attacks any friendly ground unit within the LIGHT AD HQ's range is brought under defensive fire with a slighly higher chance of inflicting casualties and a large chance of having suppression inflicted for that specific combat.
In otherwords AD units would sacrifice their ability to cause heavy damage to aircraft in a tiny radius (relative to A/C movement speeds) for the ability to prevent heavy damage to friendly units in a bigger radius through suppression as opposed to kills.
IMO reducing the frequency with which IL-2s gut my mounted units by providing them an AD umbrella would be worth sacrificing a few other core units for.
Never been a fan of gun ranges outside HEAVY AA. Tanks were never intended to act like artillery. Especially the distance each hex SHOULD BE (i.e. miles)Rudankort wrote:A lot of keeping core unit depends on the scenario and game play style. Early scenarios in PG, AA was useless and aircraft was king. As time went on you needed to supplement your core (or aux) units with AA to fend off the growing airpower and dwindling friendly aircraft. IMO I still think this feature works as intended. Not to mention AA works well for holding objectives and putting in place of depleted ground unit defense. I honestly think there is nothing wrong with the AA usefulness, just some slight mechanics that can be built on. Adding the light/heavy suggestions on top of ZOC, air shield, and killing air units initiative, explained by bored at work, are something that can be built on.boredatwork wrote:Indeed, in PG fighters are often a more attractive alternative for core, but fighters are more vulnerable, more expensive and less effective in defending other units. They are also difficult to replace (you can't do it on the spot - need to return to airfield, losing a few turns in the process). For these reasons in defensive scenarios ADs played quite a big and important role. Perhaps the main problem with ADs as core units was that they had hard times keeping up with the rest of the core. No matter what useful properties you give to an AD unit, they will not work if it stays in truck most of the time. How do you propose to address this problem?Aircraft are KEY to air superiority (which in itself is key) and will always be a priority. AA will simply supplement key area for defense and siege. New AA suggestions should make people think twice about launching a COUNTINUOS and COSTLY attack with AA in the area.Rudankort wrote:Indeed, if AD range is increased significantly, they might be more useful in all but the most fast offensives. But then, their range will cover huge portions of enemy controlled territory, which cannot be explained by their distributed nature.
Also, I'm afraid that in PG gaming model buying a fighter will still be much more attractive than buying an AD, because your goal in most missions is to grab air superiority and bomb the heck out of the enemy, not protect your own units. And by the time allied air force becomes overwhelming it is already too late to invest into AD branch.I must of misread the original statement buy boredatwork also. I agree with Rudankort, added such AA ability to ALL friendly units within range would be counterproductive. In reality AA units were distributed to units and key junctions throughout a division, brigade, etc. but not on such a grand scale and defiantly not every friendly unit. Keeping AA usefulness around the unit makes the unit and its placement more tactical within the parameters of the scenario you go through.Rudankort wrote:Indeed, I missed that. Still, the more I think about this, the more I find this scheme counterintuitive. If every unit has an AA platoon attached to it, why does it lose its ability to defend against air threat when a "central" AD unit is placed in organic transport? If those AA platoons implicitly have associated transports which enable them to move together with units they are assigned to, why they suddenly disappear when the central AD unit falls behind?boredatwork wrote:If you look at my original suggestion again it was not to give them the ability to fire at any aircraft within that range but rather to fire at any enemy aircraft within a hex of any friendly unit within the AD's range which fits their distributed nature perfectly. That the AD radius may cover swaths of enemy territory is irrelavent if there isn't a friendly unit there with an attached AA platoon.Obsolete wrote:IIRC, PG-III had 3 hex ranges for the 88 AA, which is another reason I always tried to keep one around. And then you could also extend the range by 1 hex if you had a strong enough leader and enough action-points left to do so.PG2 where some tanks and ATG units such as a King Tiger had an attack range of 2 hexes
Hope to still see the Range-2 guns though in the remake, it added another strategic window into the box.
The problem is in the abstracted mechanics of PG there is no such thing as "key junctions" or supply depots or vital bridges or HQs or maintenance depots or other rear area units - there are *only* the front line units themselves. Hence when I say "every friendly unit in range" I don't litterally mean every battlion or company gets it's own 88, but rather the guns are abstractly protecting the abstracted rear areas that are supporting the front line units from damage being abstractly represented by the additional damage air units do to the front line units.rayduhz wrote:I must of misread the original statement buy boredatwork also. I agree with Rudankort, added such AA ability to ALL friendly units within range would be counterproductive. In reality AA units were distributed to units and key junctions throughout a division, brigade, etc. but not on such a grand scale and defiantly not every friendly unit. Keeping AA usefulness around the unit makes the unit and its placement more tactical within the parameters of the scenario you go through.
I'll start now, with the floating scale of the game hexwise, is drift needed, or should it be floating driftObsolete wrote:If you add drift, be prepared to have a lot of bitching going on about the engine...
Actually, I remember now PeG had an HQ already. This new unit addition was called the COMBAT SUPPORT unit. It not only allowed re-supplying of aircraft away from an airport, but also acted as a movable deployment hex.I would not mind seeing HQ units,
You could cheese win the campaign battles on the first turn with them. Deploy 1 HQ unit, move it forward. Deploy a second HQ unit in the radius of the first, move it forward, deploy a third in the radius of the second, move it forward and so on. You wind up with a long chain of 20 or so across the map and would only deploy core units to break through the front line and take objectives.Obsolete wrote:It was considered so good, that some experts claimed it was over-powered and banned it from scenarios, especially in ladder clubs.
boredatwork wrote:If you look at my original suggestion again it was not to give them the ability to fire at any aircraft within that range but rather to fire at any enemy aircraft within a hex of any friendly unit within the AD's range which fits their distributed nature perfectly. That the AD radius may cover swaths of enemy territory is irrelavent if there isn't a friendly unit there with an attached AA platoon.Rudankort wrote:Indeed, if AD range is increased significantly, they might be more useful in all but the most fast offensives. But then, their range will cover huge portions of enemy controlled territory, which cannot be explained by their distributed nature.