Home › Forums › General Discussion › Suggestions › A possible solution for a sector arty issue.
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28/07/2017 at 12:38 am #3361Death_KittyModerator
So, sector arty is a very powerful ability, and when its hits, your enemy has to immediately vacate the area, but that raises the issue of units that cant: namely British and German dug in arty and defenses. I mean, Yeah, you could say “wait until the other team picks their docs”, but digging in and getting a defense line in place requires an early pick to make sure that the cost and speed are reasonable. So I’ve come up with some solutions that I think, could work for both allies and axis, and I’ve attempted to historically justify them (a bit):
1.) Have a unit with an ability called “misinformation campaign” (works both for allies and axis, I think). They deploy in a sector and start climbing on the enemies radio broadcasts, and “redirect” the coordinates for mass artillery barrages. This unit will have a build limit of one, and could be a call in with a cool-down with predictably catastrophic result if it were to ever die. This would block sector arty, and any other such ability that would render dug in fortifications useless. (though I cant think of any others atm.)
Historically, the Africa korps was known to enter brit radio with their perfect accents, and cause havoc for allied command, and in Normandy, GI’s asked everybody about baseball for reason! I believe on the allied end SOE and OSS did similar actions for the allies, maybe not on radio, but with diversions with planted documents, etc. Then there is also how the allies managed to make “pattons inflatable army”, and you could say that German high command allocated valuable resources to fronts where there was no enemy (pas de calais).
2.) Give an ability to certain defensive structures that, when cast, makes the crew dive into dugouts, while being able to survive sector arty, and other barrages with minimal damages to the guns. So this would activate, and the structure in question would take greatly reduced damage from explosions, but at the same time, not be able to fire their guns, so there is a trade-off. You could give at a duration of how long it last, so if someone tries to use it when the enemy is pushing, the other player can then easily flank the emplacements while they are inactive, and a long cool-down if they waste it against a weaker barrage, they wont have it for sector arty.
Historically, defensive networks often came with dugout bunkers/shelters to allow crews to survive artillery barrages, which didn’t often hit the guns, but would have murdered the crew with shrapnel otherwise.
on a small side note, I hope that German defensive doctrine, brit fortification doc (if there is one) get the ability to build large minefields, the large ones with the signs that whermacht pioneers currently have. I also would like erde to get such a minefield as well, if that is possible.
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31/07/2017 at 2:21 am #3421MeatShieldNZKeymaster
Hi Death Kitty,
Thanks for the ideas.
- The SOE will definitely feature in the British doctrine reworks in some capacity using irregular warfare techniques. I cant say any more than that at the moment.
- I don’t know if the animation exists in the code for troops to auto dive into cover. If so it is something we would definitely look at further down the road. We are trying to get these doctrines out as quickly as possible as we are well behind schedule at the moment.
- Again we have some great things planned for the Wehrmacht Defensive doctrine and larger more complex minefields will feature!
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31/07/2017 at 7:37 pm #3450CardmenParticipant
I don’t think defensive structures should get more defensive bonus.A 17 pounder emplacement can take out most of the german tanks.If it gets more defensive bonus anybody who has arty or airstrikes in axis has to spend a fortune to destroy that emplacement,while the allies can build another one faster than the axis guys destroy the original one.And if a Hummel’s shell land anywhere near your arty/AA/AT gun IRL I don’t think you gonna get back to the weapon to use it like nothing happened.
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31/07/2017 at 9:36 pm #3451Death_KittyModerator
1.)… interesting.
2.) Ultimately as long as its just a bonus, the animation really is not necessary.
3.) … even more interesting!
@cardmen. I thing you are missing the point of my suggestion. The only thing I want to counter here is sector arty. Emplacements are hard to set up in wikinger. You need time, manpower, resources, and you sacrifice mobile units for harder to kill defenses, which can be dealt very easily with if flanked. I don’t mind someone using a hummel, or a panzerwerfer to shoot emplacements. with the exception of sector arty, there is noting that will kill the big emplacements in 1 run, and with fortify, you wont do that much damage either. my idea would help that, if anything. If someone engages this ability for a werfer/hummel/ whatever, they are hurting themselves, b/c the emplacement cant fire. Just get up close with a satchel or flamethrower or bundled nade and knock it out while the crew is away.
As for arty irl… I think ww1, the d-day landings, the battle of the bulge, the battles or iwo jima and every battle preceded beforehand with arty proves you dead wrong m8. The odds of a shell hitting a camo netter emplacement directly are minuscule. arty kills be shrapnel, hence the dugouts. And after the barrage, there is no safer place to be than manning your weapon. You stick with that 17-pounder because
a.) Germans (or anyone else for that matter) wont risk hitting their own troops with arty to kill you
b.) Chances are that 17 pounder is your best chance for killing a German tank.
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01/08/2017 at 1:24 pm #3454CardmenParticipant
Not every emplacements are hard to set up in wikinger.If you have enough resources you can easily set up another AT/mortar/arty emplacement or a bunker before the enemy could destroy the other one,you just need enough resources and some engineers/pioneers.And if you place your emplacement in the right place it can’t be flanked.The point of sector arty is to hit a large area with heavy arty fire to clear out the defenses so your units can move up.If we increase the chance of the the emplacement’s crew to survive the shelling there will be no point of the sector arty,’cuz it can be easily countered by moving your troops/units away from the center of the territory.I know the odds of an arty shell hitting an emplacement IRL is very very little,what I said if a shell of a heavy arty for example a Hummel’s shell or a Long Tom’s or a B4’s lands anywhere near your emplacement,the first thing you do is not getting back to the gun cuz you just scared shitless.
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