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1st point. Suppression is partially morale. Suppressed steps representing the level of the units ability but also willingness to engage the enemy. While widescale panic did occur, unit cohesion was still strong enough that retreated units did return to following orders.
"I never mind men running as long as they come back."
2nd point. Probably too complex a system for the UoC engine. Yes Suppression farming is an exploit, but attacking weakened enemies represent a units learning to become much more proficient in their role. A lot of technical experience was learnt when the Germans occupied Austria when their motorized units moved in. Mechanics became better at fixing vehicles and logisticians at supplying mobile units.
3rd point. Player's turn can represent the daylight hours when the Germans aren't able to efficiently move about. Airpower is easily an overestimated thing in war. The Russian Sturmoviks was less about how good the plane was, and more to do the mass attacks they performed. An air attack is not guaranteed to do anything, but playing the allies you generally have plenty more air attacks to try again.
Also I think that the Germans have less trucks so the blitzkrieg's supply air attack is unneeded.
And to speed things up since I got work in a few minutes
Engineers: you use them best with set piece attack. they are not shock troops, they are demolition experts.
Unit veterancy; Abstract way to show a units stubbornness. Also to keep brigade sized units from being bulked up to a Division size unit; really wished UoC had a "Max step" option for units imo.
Alt TL: the problem with Barbarossa and Moscow is that all that really changes is you doing better/sticking with the operations' timetables. Blitzkrieg's case has much more variance since your fighting in so many places. in Moscow's case, the campaign is very short. As I recall from the 1st UoC, the more prestige you have, alter TL missions become unlocked in the campaign.
It's used to represent the 'heavy' armored division of the us 2nd and 3rd armored division. Though Interesting not the 1st armored which finally transition a little later into Italy.
I should probably post my spreadsheet of stats somewhere.
I disagree about specialists and HQ abilities. Engineers are probably the 2nd most important specialists in the game, after artillery. The trick is you have to only use them in set piece assaults. Besides that, every specialist has a useful role to fill, and my ideal army composition has all of them, which is how it should be. Recon in force and feint attack can save you an entire turn in certain situations. They're far from useless.
My main point is that suppression does not represent morale well enough, because only directly attacked units or those out of supply are affected, the latter often not having much effect during the short scenarios. Instead, the AI often launches suicidal "attacks" (moving into my territory to cut supply lines) with units almost fully suppressed. Not very realistic.
Regarding Barbarossa ahistorical scenarios, a classic decision point is to press on towards Moscow instead of encircling Russian armies in the Kiev pocket. Not saying that it would be the road to victory, but certainly an interesting option. Another one is to spend prestige to press on with depleted troops in early August, instead of allowing the historical pause of several weeks in August.
@William H. Harrison:
Engineers can be useful under specific circumstances, but their first position in the loss queue together with the fact that they have to be at exactly the right place at the right time, with an HQ within reach with enough command points, and that set-piece attacks block that hex for further attacks (with often only two hexes from which to attack), I decided to not bother, and have been successful with that. I have used feint and enforced recon when there was nothing else to do, but usually there was (logistics, bridge repair or building, etc. etc.).
I have just finished the last historical Victory in the West scenario, and would like to add another suggestion for improvements:
The current "City in ruins" mechanic is just making the game less enjoyable and should be replaced by something less stochastic and more deterministic. Three reason: First, realism. A city is not a single building that -if hit at its weak spot- crumbles into ruins. That a single artillery barrage could render en entire city hex in ruins is highly unrealistic. Second, too big effect on combat. While a city in ruins should be easier to defend, in UoC2 a hex in ruins becomes almost impenetrable to attacks, with extremely high losses even for experienced attackers vs depleted regular defenders. Third and last, the impact on the above on the scenario design. In the last scenario of V in the W, it is crucial to occupy enough of the Ruhr pocket quickly to link up the rest of the territory to rail supply. Otherwise, no chance to win. Unfortunately, in my first attempt, a crucial city hex would turn to ruins, effectively blocking my attacks (nvm that most of Ruhr urban area should be ruins to begin with in that scenario, due to several years of Allied strategic air warfare). I did not manage to link up my eastern units to rail supply by turn 6. Complete disaster. I did what I hate to do: Restart the scenario. Almost same steps by me, just no bad luck and no city in ruins. Result: Supply link established in turn 4, and complete and easy victory on Turn 8 (one turn before turn limit on Classic difficulty). One single instance of bad luck caused this difference. That is not good scenario design, sorry.
Again, maybe I am missing some tactical option here, but the only alternative to careful artillery use to defeat entrenched defenders in city hexes seems to be massive losses by infantry attacks without artillery. And each set-piece attack doubles the odds for ruins...
This is exactly what the game is about, quickly gathering the amount of firepower where it's needed.
Setting up one or two arty + engineer divisions that can set-piece and/or attack on the next turn is the other option.
Seriously, if you don't use these tactics, how on earth have you gotten through Italy?
Also, there is an option to show the column you're rolling on. If it's 4, your chances of losing anything are small, if it's 5, infinitesimally so. Both show up as 0:2 odds. So does a 3, btw, but that has like 40% chance of becoming a 1:1 or worse.
All that said I completely agree that city in ruins is poorly thought out. Having it depend on random chance is really frustrating. Maybe cities having 'hit points' where they can sustain one artillery bombardment or air attack without being ruined, and the second always ruins them, would be a better system. Whatever the system, it should not depend on chance.
@William H. Harrison:
I am using only one artillery specialist per unit, and set-piece attack (to utilize engineers best) requires artillery.
@Soullessweare:
Thanks for the interesting suggestion, but I foresee two issues: First, I need to get the offer to reduce feint command point cost. Since I think that maximizing total command points is the first priority, this may not happen at all, or very late. Second, indeed it requires a lot of reshuffling and occupying the target hex in the same round. I found that the terrain often severely limited my movement options in reshuffling units for multiple attacks.
I have actually gotten just fine through Italy by using the default engineers, and relying not too much on them:
https://steamcommunity.com/sharedfiles/filedetails/?id=2608653863
https://steamcommunity.com/sharedfiles/filedetails/?id=2608653960
I have only reloaded the first three scenarios a couple of times to experiment and learn about the mechanics (neither manual nor tutorial prepare you enough for the actual game..., especially not landing your units in Sicily), Overlord (did the mistake of trying something unorthodox), Battle of the Bulge (was way too optimistic about Hagenau and got my entire southern front rolled back), and End at the Elbe, because of what I mentioned above.
EDIT: For full disclosure, I should mention that before Overlord, I played through the historical track of Blitzkrieg, where overall I was less successful. Although the only scenario I retried was Sickle Stroke, but that one I think I tried 7 or 8 times before succeeding... oh, and Merkur once, as I mentioned earlier. Again, shouldn't have tried something unorthodox.
https://steamcommunity.com/sharedfiles/filedetails/?id=2608670179
https://steamcommunity.com/sharedfiles/filedetails/?id=2608670124
https://steamcommunity.com/sharedfiles/filedetails/?id=2608670069
I for instance COMPLETELY disagree with your statement that it's more important to first get more total command points.
Consider you start out with 6 CP and feint attack costs 3, as do suppressive fire, set-piece attack, pontoon bridge, repair bridge and emergency supply. Now if you increase your CP to 7 or 8, what extra capability did you get? NONE. If you decrease the cost of feint attack to 2 however, you can suddenly do it 3 times instead of 2. Only after you have a good amount of cheaper abilities does it become interesting to have 7 or 8 CP. If you don't buy too many additional HQ abilities at the first few conferences you're almost guaranteed to get 2 out of 3 of set-piece, feint and suppressive fire to 1 or 2 CP cost.
Moreover, the cheaper abilities come at a cost of 20 Prestige or even 0. Increased CP starts at 50 or 60 iirc. Prestige much better spent on mobile artillery, engineers or special forces.
Speaking of special forces, are you aware of their perks? They negate some defensive shifts, give you better (less) casualties, don't die as easily as engineers and actually add a giant amount of base attack value (8 or so, to a unit that has 12 max without specialists).
I agree it would be a hassle to feint attack 7 times in a row. But one or two feint attacks, before or after a set-piece attack, followed up by a normal attack by a unit with special forces, mobile artillery (artillery shift DOES work in a city once the defender is no longer entrenched) and maybe even a tank specialist (for the high base attack value mostly, since armor shift doesn't help in cities) should finish off almost anything.
Also, units only recuperate 1 to 3 (or 2 to 4, I'm not sure) dots of supply, depending on veterancy. So if you feint attack a regular unit 4 times this turn, it will be 2 dots weaker at the start of next turn.
Terrain can severely limit your options, true. But most often this happens when there are only one or two hexes that you can attack from, that don't belong to you at the start of your turn. Those will 'trap' the first unit that moves into them. This is where recon in force shines.
I can see how the randomness of 'city in ruins' can bother some people. To me it just means I need to prepare for the eventuality. Leave some air attacks, have another mobile unit in range just in case, buy that paratrooper card whenever you can. On Normal difficulty you can usually afford to mess up a single turn and still get everything on time. On Classic it can indeed completely mess up your timetable. But then again, the devs have repeatedly stated they didn't balance the scenarios to guarantee the possibility of getting everything on Classic.
I recently played the new tutorials and tutorial campaign and they were MUCH better that what we had at release date. I don't know if you have, but I think they're actually decent at going through the basics of dislodging enemy forces.
-Once you get 9, you get a new option of taking prestige instead of either of the upgrades. I think its like 30 prestige. If you go straight for 9 command and then always chose the prestige, you can get a pretty significant amount. This is most notable with the Mediterranean theater HQs, since they have lower xp requirements. You can get a net positive prestige of like 300 from both of them. So I wouldn't say command points cost more; its a long term investment.
-command points give you more flexibility. Reducing the cost of one ability is good, but a lot of the time you need to use a variety of abilities in a turn. Think suppressing fire + river assault crossing + pontoon bridge on the rhine scenarios. WIth just 6 cp thats not possible, with 9 it is. its not practical to invest in the more niche abilities like river crossing or fortify position, so when you have 9 cp its a lot easier to use them.
-Reorging stragglers costs 1 cp, and if you only have 6 that can be a huge dent in your available abilities. With 9 cp its not such a big deal.
- Set up stage of battle always costs 1 cp to pull a specialist off a unit. Having 9 cp gives you a lot more flexibility with setting up your army. Plus, sometimes you need to repair bridges too, which can severely limit your options if you only have 6 cp.
Personally, I always go for command points and then the free prestige. The only abilities that I reduce cost for are feint attack, because when you need feint you typically need to use it a lot. Suppressing fire is also maybe worth it.
Units (friendly and enemy) always recover 3 dots of suppression every turn, unless they are out of supply.
Great to see that more than one tactical approach seems to work! That's how it should be, and I guess it invalidates my criticism on uneven utility of specialists and HQ command actions (although there are still several HQ actions, mostly defensive ones, that i have never used against the AI; but I guess they are needed for PvP).
I am aware of the special forces perks, and have tried to use them as much as possible. But is it possible to buy special forces? I can't remember. The Wehrmacht doesn't have them, anyway.
I also have to admit that your approach simply does not fit my preferred play style. It's weird: I love to spend lots of time examining every nook and cranny of the map and enemy before starting the battle, looking for the weak spot and different paths to advance, thinking about how to split up my forces when and where, etc. etc. But I loath to spend time on orchestrating the perfect move that involves half a dozen units to attack and occupy a single hex in one turn.
Otherwise, William has made my point better than I could have. Those are exactly the reasons why I prefer more command points first. If I am very low on prestige for some reason, or an interesting free specialization is offered, I'll choose that. Otherwise, command points first, specializations later.
I've never intentionally aimed for the free prestige benefit of 9 CP. It's an interesting idea, but I must say I'm usually swimming in prestige a 3 specialist divisions already. For me the bottlenecks are more the turns in which I need to do everything at once and those fortifications that prevent me from sticking to the Classic timetable.
I agree it's totally possible to never use counter-attack or rearguard, at least in the Allied campaign. When you don't, you probably won't ever buy recon if force either.
Concerning supply recovery, this is from the manual:
Recovery: once back in supply, units are able to recover suppressed steps according to the
following schedule:
● Green: 1/turn (in MTN: 0/turn)
● Regular: 2/turn (in MTN: 1/turn)
● Veteran & Elite: 3/turn (in MTN: 2/turn)
Edit1: You can definitely buy special forces in the Allied campaign. Not so in the German one. They don't even have them, although the get the beefed up SS mobile units.
Edit2: I also usually don't need to reorganize so much in the preparation phase because I try to pull off all engineers and special forces by the end of a scenario.
Personally, I think the engineers should have been balanced with a position 2 in the attack, BUT with a attack value of 4. Basically +1 to attack position but 1/2 attack value.
That's what I'm planning to do in updating my 'not working' mod atm.