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Een vertaalprobleem melden
It isn't magic, and my inflexible opinion is from experience. Part of everyone's misunderstanding here is an implied assumption that standing trees blocking the tank from moving forward is the issue. It isn't the main issue at all.
The issue is called throwing or breaking track and it SUCKS. Pivot steering in uneven terrain that is full of loose soil, rock, underbrush, fallen timber, etc. is highly likely to break an end connector or gum up the drive sprocket. This causes the track to either break due to a failure of a part, or the track to pop off of the drive sprocket. Either way, it immobilizes the tank. Fixing track in the motorpool is bad enough. Having to fix your track in rough terrain where a recovery vehicle is going to struggle to reach you and you're in enemy contact is dangerous as ****.
You can absolutely drive a main battle tank through some of Europe's planted forests. The ground is level, there's no underbrush, the trees are spaced pretty evenly, and there's a ton of logging trails. That would be doctrinally considered "restrictive" terrain. What I'm saying is dense wood is so much of a risk to mounted maneuver, even tracked vehicles, that it is rightly considered "severely restrictive terrain."
I recommend looking up "Intelligence Preparation of the Battlefield" and "Modified Combined Obstacle Overlays" (MCOO) if you're interested in learning how military intelligence and infantry/armor/engineer types put their heads together in planning where forces can and should go on the battlefield.
Thick woods are the infantry's domain for good reason.
Until the devs weigh in on the subject, it isn't the end of the story. The insinuation that tanks driving through forests is someone part of Wargame's spirit isn't logical.
Map [upload.wikimedia.org]
As you can see their axis of progression was along roads not forest.
Taking a look at the map and Google 'street view' of the Red Forest and Chernobyl reveals there are some roads and a not very thick forest - or at least not the dense forest that is displayed in Warno - with large areas very lightly forested, if at all.
And, interestingly, related to the 1940 Battle of Sedan:
In 1938, French General André-Gaston Prételat took command of a military exercise with a scenario where the German Army launched an assault through the Ardennes–Sedan sector.
The "French" side's defences collapsed and the defeat was so decisive that "the wisdom of publishing it was questioned lest morale be damaged."
Prételat had correctly identified the landscape as relatively easy terrain for armour to cross and concluded the Germans would take 60 hours, at most, to reach the Meuse and take one day to cross it. It actually ended up taking the Germans only 57 hours to cross the Meuse after moving through the Ardennes.
Another case where the results of a prophetic 'war game' were ignored.
However, there's still a lot of people here who just don't get how tank track works I think.
https://www.youtube.com/watch?v=rbFh8lY_z5U
This video shows US tank crews breaking track for competition. In a motorpool.
Watch this video, then imagine trying to do this surrounded by dense trees. In uneven terrain. Without the ability for a recovery vehicle to get to you and help. Under enemy overwatch.
Breaking track sucks even under ideal circumstances.
If your tanks became immobilized every couple hundred meters of movement through heavy forest in game, and it took 20-30 minutes minimum for them to move again, and they immobilized again and again and again...would you continue to try to move your tanks through the woods?
Obstacles can be breached. However, "tanks don't go where the cat tails grow."
The former is a tactical problem that can be overcome. The latter is a technical limitation that can't be overcome with motivation and violence of action.
However, I still believe that Steel Division's system of light versus heavy wooded areas was much more realistic. Every time I see a heavy anti-aircraft missile fire from a heavily wooded mountaintop, and its defended by tanks when I send infantry to destroy it, its an immersion breaker. I can't make myself believe "oh, yea, well, there's little tank trails leading up there that I just can't see."
If the devs decide to keep this system, I'll live. However, until they weigh in on it, I think it remains worth discussing as with the unrealistic unit speeds.
a) A tank would need to be guided through the forest with it's gun turned rearwards for fear of warping the barrel.
b) That each tree knocked down needs special attention from the tank and would consume a tonne of fuel.
Add to that that I really just don't like tanks primary method of movment in WARNO being through forest. Even if it is possible it should be rare. NOT the first thing the AI does. The reason that people choose forest for tanks is because their is very little real negative to doing it. Unlike in real life. Like people are saying with paratroopers, just because they can be used and their is even a dedicated unit trained to use them, does not mean it isnot ill advised to do so.
You also have that old chestnut of infantry going to ground in heavy terrain and a tank never being able to see them. It's the 80s. In closed terrain I still expect that a tank should not see a lot.
75% movement speed,visibility and turret rotation penalties,with chances of random tracked happening then you have your realistic tanks going through woods. not to mention the brain damage and whiplash you'll give to your guys. also your examples of battles especially Chernobyl are poor examples knowing full well they utilised roads and paths as much as possible. Ukraine is a quagmire of mud anything that goes off the road just gets stuck nobody's going through woods and marshes