the_iron_duke wrote:There are a few candidates from the German Military Abbreviations manual for 'team of horses' or something similar
Yep, it depended on the type of cart the unit was equipped with, there were standardized models. Some comments:
Vorspann - team of horses
they all bring up pictures of horses (except for Vorspann, which sounds like a movie villain's name).
Does he have a long face?
This is a very context-bound phrase, so modern searches yield modern results... 'Vorspann' apparently (German is not my first language) is mostly used for trains these days, it means there are multiple towing 'units' (horses, locomotives), it isn't limited to horses. In theory, the following image could be called a 'Vorspann' (three Bf 110's towing a Me 321 glider...)
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bespannt - horse-drawn
I saw this one in original Kstn documents, abbreviated as
besp., so if you want to have a short designation for horse-drawn units, this could be all you need.
Regarding the engineers, I think increasing Close Defense from 5 to 6, as you yourself suggested, would be enough to make them a more effective specialist unit.
What are you thinking for Ground Defense? I think the GCUR is better than the standard EQ file - it's pretty much increased it by 2 for infantry. This is in line with the Close Defense increases and together they make infantry vs infantry combat a bit less lethal (which I like).
I am thinking about the casualty rates of infantry vs infantry combat. Would infantry vs infantry fighting in the open produce more or less casualties, say every hour or so, than fighting in the woods or urban combat? Even if there wasn't time to prepare entrenchment I would have thought that, with terrain cover, casualty rates would be slower than on open terrain (especially with machine guns). Increasing Close Defense would decrease the overall casualty rates, and so infantry in urban areas would take a little longer to dislodge and eliminate.
I'm just thinking in terms of infantry vs infantry combat, so I'm not sure how big the repercussions would be on infantry vs non-infantry combat. Just throwing an idea out there...
I like throwing out ideas, so please share any, it can only help.
Regarding GD, I also try to account for experience bonuses when trying to come up with stats... I have to anticipate what happens when 4-star regulars fight 2-star HW as well. So in addition to the questions you ask, I also have my own questions to answer when I come up with those stats, like which experience gap would be sufficient to neutralize the INI/CD/whatever advantage within a unit class, and than again the same question but now between unit classes (infantry vs. AT in open terrain

) So that's why I try to find out your exact design goals, because mine are not always compatible with yours, and just copying some numbers might lead you astray...
But I'm leaning towards more CD/GD for infantry, and my exp.pzdat file already boosts defensive stats more than offensive stats, so that experienced units are a bit more deadly but above all way tougher, which keeps them 'in the game'. And it might even be historically accurate.
I say 'might be ' because I'm not well versed in historical infantry vs. infantry effectiveness, but I would argue that open terrain produces more casualties if there are regular armies fighting each other, with actual support available (organic or otherwise). There are studies that predict overall casualty ratios when fighting in different environments, and generally the worst ratios are when attacking defended cities (6:1 is commonly quoted as needed to take a city) ; but overall, it is safe to say attackers will suffer worse than defenders.
Most small arms only become effective within 400 metres, but mortars and machineguns can do a lot of damage at greater ranges, and they are often quoted as the primary killers of exposed troops; so if a unit would be able to creep up and 'hug' a unit so the enemy can't deploy his mortars and other crew-served weapons, it would be down to small-unit tactics and guerrilla-like firefights (see the recent conflicts were big, cold-war armies suffered at the hands of small groups of infantry), but further out the 'heavy' weapons would be decisive I guess. This is represented by both the CD and INI caps, so it's a bit tricky to get good values.
So in the end I gave the HW more INI, meaning this advantage still could be neutralized when there is an INI cap (due to terrain or weather), but when they can exploit their higher INI they will be able to inflict more casualties on average (higher SA does this as well, but having an INI advantage seems a more reliable way). And their firepower advantage is mainly at longer ranges, which translates nicely into their higher INI.
I think GCUR is better than the stock file, but it has somewhat different design goals than your mod. So it's better, but it could still be improved to better suit your wishes I think. Infantry are soft targets, which are quickly annihilated on open terrain late in the war, so the higher GD is there to help prevent this. A benefit here is that a units' SA can be completely independant from its HA, so you can 'downgrade' late-war SA for tanks etc. a little to keep infantry alive longer.
And a few points extra GD for infantry help more than the same increase for a tank, simply because late-war SA often is relatively lower than HA. But this makes it a bit more difficult to tweak this stat, because even small changes can have relatively big effects, a bit like CD has on close-terrain combat. But I need to plow through the later GC West campaign with these new settings, before I know if they are good enough.
It seems logical to me to have C.D. for infantry as 8, or the same as what the Ground Defense is - or even higher!
This is what happens in the standard EQ file (and those with low C.D.):
A British infantry fights a Wehrmacht in open terrain. The kill percentages are: 26 vs 31%.
Now the Wehrmacht moves into a forest. The kill percentages rise dramatically to 49% vs 58%. What is there to explain this? If anything the kill percentages should be lower, at least for the Wehrmacht who is now in cover (less damage received).
With 8 C.D. for both infantry (and using ThvN stats) the results are:
In the open: 26% vs 26%
In the forest: 22% vs 26%
Now that looks more realistic to me. Perhaps, could even go the other way and make Close Defense higher than Ground Defense!
This makes sense, but remember you are talking about equal experience; I have to watch out things don't get unbalanced with different experience levels. So a straight answer is difficult, but I'll give some factors I use to try and come up with stat values.
It would depend on which units fight each other; a unit which would be more focused on short-range combat would have the advantage here (higher CD), so which units (historically) performed better under such circumstances? Experienced light infantry? Doctrine and training will matter a lot, and with longer ranges marksmanship will matter more. I think light infantry could beat HW infantry in 'close' terrain, especially if they were well equipped for short-range combat, at least the fight will be on more equal terms. That was my reasoning behind the higher CD for engineers (and Soviet units).
But even in close terrain GD is important; artillery always uses GD when attacking them, so GD, combined with the entrenchment bonus, can make a big difference if there is more going on than infantry vs. infantry.