Re: Tactical bomber effectivity
Posted: Fri Aug 04, 2017 8:00 am
There is no doubt that the AI in PzC has limitations. But when you read accounts from WW2, you quickly realise that the military prowess of the commanders in the Red Army was severely lacking, on all levels, until pretty late in the war.
Fx: Red Army units would continue frontal assaults until the units had been destroyed. They would continue moving forward, even though they were being hit by German units in the flank and rear - until the point where they were destroyed. They would move incoherently, enabling German counter attacks to destroy them piece meal etc.
Some of this happens in PzC - but not all of it. The AI actually doesn't go for all-out frontal assaults, when German forces are supported by artillery and AA. That's better than what the Red Army did - but it also makes the Russian units that much harder to defeat. Instead of throwing themselves at well prepared defensive positions, they will avoid engagement and try to flank. That means that the German side needs to have something to make the very numerically superior Red Army beatable. Hence overpowered Rudel.
von Mellenthin describes a situation on the Eastern Front where 4 Tigers take up a battle position behind an advancing Red Army tank unit and destroys 110 Russian tanks! The Russians never react correctly, because they have closed their hatches and have no idea where the German tanks are. The Tigers return to their unit because they are out of ammunition.
How do you simulate that? You could say that random combat rolls allow for that; true, but then that system should favour German units in PzC, because the German units were just so much better than the Allied units throughout the war, until early 1945. Like Wittmann in Normandy, basically destroying whole units all by himself.
Rudel is needed because playing with Red Army units (and US/UK units) as incapable as they actually were would make PzC a worse game.
Fx: Red Army units would continue frontal assaults until the units had been destroyed. They would continue moving forward, even though they were being hit by German units in the flank and rear - until the point where they were destroyed. They would move incoherently, enabling German counter attacks to destroy them piece meal etc.
Some of this happens in PzC - but not all of it. The AI actually doesn't go for all-out frontal assaults, when German forces are supported by artillery and AA. That's better than what the Red Army did - but it also makes the Russian units that much harder to defeat. Instead of throwing themselves at well prepared defensive positions, they will avoid engagement and try to flank. That means that the German side needs to have something to make the very numerically superior Red Army beatable. Hence overpowered Rudel.
von Mellenthin describes a situation on the Eastern Front where 4 Tigers take up a battle position behind an advancing Red Army tank unit and destroys 110 Russian tanks! The Russians never react correctly, because they have closed their hatches and have no idea where the German tanks are. The Tigers return to their unit because they are out of ammunition.
How do you simulate that? You could say that random combat rolls allow for that; true, but then that system should favour German units in PzC, because the German units were just so much better than the Allied units throughout the war, until early 1945. Like Wittmann in Normandy, basically destroying whole units all by himself.
Rudel is needed because playing with Red Army units (and US/UK units) as incapable as they actually were would make PzC a worse game.