Page 1 of 1
Infantry, not enough of them
Posted: Fri Feb 04, 2011 11:41 pm
by soldier
While i do enjoy this game in would be nice to have a few more troops around. I'm starting to notice from most scenarios played that there seem to be around 10 tanks to 5 infantry squads to say nothing of the numerous armoured cars, mech transports and Self propelled guns lurking around. In some scenarios losing a single squad in an area is major catastrophe to me because there are no reserves and with all the machines, artillery and bombers around its pretty likely to happen. And while i enjoy being careful with my troops and think it makes for good play, the odds are overwhelming.
It would be nice to have an infantry charge at an enemy position just once in a while instead of constantly cowering in buildings, forever trying to hide and banging your head should your grunts be spotted or caught taking a stroll

.
A few more troops please
Posted: Sun Feb 06, 2011 12:38 am
by pipfromslitherine
I know a lot of people enjoy tweaking the existing scenarios a little once they have played through. You just copy the desired folder from the CAMPAIGNS folder in the install directory into your CAMPAIGNS folder in My Documents/My Games/BBCBA and you can then edit away, adding a few more units, toughening up (or easing off!) the enemy.
Just thought it might be something to let you enjoy the game your way...
Cheers
Pip
Posted: Sun Feb 06, 2011 4:05 am
by soldier
I was actually thinking more along the lines of most of the multiplayer maps. Take Over the Hill, D day +3 and Along the Road (among many others) which feature almost 2 or 3 armoured vehicles per grunt. Are players allowed to post modified versions of existing MP scenarios or is there copy write involved and might this lead to many versions of the same map available for play. I would consider doing it myself depending on how many hours it might take for a none progammer type
Posted: Sun Feb 06, 2011 2:16 pm
by hank
I agree with the soldier ... there seems to be too few grunts, engineers, MG teams, etc. as compared to the normal scenario.
I would like to see roughly twice the number of infantry in a scenario. Plus I think a medic needs to be in every scenario except maybe a deep recon mission or the occassional scenario where all Medics may have been killled ... but normally in a sce that appears to be a planned assault vs a prepared defense, Medics would be in the field. (you can always model the number of medics with the regeneration time period (2 turns to 4 turns maybe).
As it is now, I really protect my foot soldiers and especially when no medic is available. Nothing is better (or even capable) of fighting in the woods and buildings.
I know this can be modded but having the stock scenarios that people would play pbem, reflect this would be nice.
Posted: Sun Feb 06, 2011 3:05 pm
by stecal
probably also need the AT mine resupply as well in every mission. My usual problem with infantry is that after 2 tank assaults (often thru opfire) they are completely useless against vehicles.
Has anyone tried editing the original BA missions to include features from the Blitzkrieg expansion?
Posted: Sun Feb 06, 2011 3:08 pm
by Ryben
hank wrote:
I would like to see roughly twice the number of infantry in a scenario. Plus I think a medic needs to be in every scenario.
100% agree, infantry is way too vulnerable and there´s not enough of them. An example:
You want to attack a enemy village. If you move your vehicles right into it they will be ambushed and it´s highly unlikely that enemy units are shown. The only way is getting close with infantry/scouts but there´s a 99% that they trigger op-fire and lose some soldiers and get supressed in the process...
You need infantry to reveal enemy units (via recon or being op-fired) but doing so will lead to horrible casualties. Without them you are virtually blind in close terrain. With just half-dozen infantry units and no medics (in Blitkrieg France there seems so be none) your units are going to be depleted in a very short time.

Posted: Sun Feb 06, 2011 3:20 pm
by junk2drive
I have the problem that moving my inf just one sq with hunt move will trigger opfire from a hidden enemy resulting in major losses. I haven't found a way around it. Scouts moving slow in the open die quickly too. IMO slow move (hunt) should offer better concealment. Scouts should be able to reveal enemy units better, as in, before they die.
Posted: Sun Feb 06, 2011 3:55 pm
by Ryben
Even a better solution would be that armoured vehicles behave the same way as scouts (in terms of viewing range).
After all, that was their function in WW2!!! In the game they are trated as tanks but with tiny guns and little offense value while they should be trated instead as armoured recce vehicles...Or, at least, allow scouts transported in a armoured vehicle function as a regular scout. That would increase their survivability.
I hope, in future versions of BA, to see smoke. It´s a must.
Posted: Sun Feb 06, 2011 5:22 pm
by hank
I've seen German recon vehicles (Puma's I think) on numberous occasions in the Normandy campaign slug it out with Shermans and M18s (etc) for several shots back and forth. I have not researched this but that does not seem right. IMHO a Sherman (even a lowly 75mm) or a Churchill (etc) would dispense of a recon vehicle within a couple of shots. ... but I'll admit I could be wrong.
I would like to see a tweeking of vehicle power ratings ... firepower and armor across all the stock scenarios. Plus a revision of scenarios regarding the subject of this thread ... more foot soldiers and medics.
(( and of course my only major complaint of not having reverse on armored vehicles be addressed ))
Posted: Sun Feb 06, 2011 6:56 pm
by junk2drive
Part of what you and I are seeing with Pumas and Stuarts is the small target, fast moving, penalty against the shooter. Supposedly your M18 and Sherman are just bad shots and the Puma is darting about like a mouse.