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Enemy minefields in the jump map
08-17-2014, 02:16 AM,
#7
RE: Enemy minefields in the jump map
FWIW,

On a game note, any player can open a scenario without FOW and see where the minefields are. When playing the scenario a gamer can use this foreknowledge. In designing the game, we stayed as close to historical accuracy as could with the game mechanics from the sources listed in the game's bibliography. Peeking, to see where the mines are will not give an attacking player any kind of decisive edge. Where mines are present, they are in legion. The defending player knows full well where they are. It will not be too hard for the defending player to see the attacking player behaving as if they know where the mines are. Adjusting the defense to deal with this new paradigm is not that difficult. In fact, the attacker is now the one at a disadvantage. The attacker will have, by this behavior telegraphed where he is going, the path of least number of mines being the primary determination in the attackers plans. Confident in this knowledge, makes the defensive response an easier job. Reserves can go to a predictable place. That is more powerful advantage for the defense than any 'peeking' advantage from the jump dialog.

The number one purpose of minefields is to channel the attacker into a kill zone. Think about that when considering what a great deal it is to use the jump dialog to see some of the mines. It really is not the advantage it seems.

I have a few additional things to say about this issue. It is a bug, IMHO. However, it is not as much use as one would think from reading this thread.

There are a lot of mines at Kursk. This is historical. The Soviet defenses were prepared in depth over many months. A player cannot avoid mines. Proper period tactics require a player to have his engineers in the lead, or at least very close to the front edge to deal with the mines.

Axis casualties from stumbling into minefields in actual game play are far less than what players will experience in playing the game. As players we are over cautious about mines. Even if this bug was not there, one can guess where the mines are.
The minefields are always in front of a fortified (bunkers as opposed to just trenches and improved positions) defensive line. The minefields do extend to the sides of the forward Soviet positions in a fortified position with an exit hex or two for retreat to the next line of defense. This is very common in the game's attempt to simulate the feel of attacking strong, well prepared defensive lines as existed at Kursk. Seeing the position of the mines in the jump map should not be a surprise, just a confirmation of what most people would expect. The Germans expected minefields. They provided for a lot engineers to the assault units to clear paths through the mines. Losses from mines are not what will determine winning or losing a scenario.

Finally, a minefield that is not covered by fire is useless anyways. Without fire power to cover a minefield, it is little more than a speed bump. A Russian player knows this and will target the German engineers as often as possible. Russian players will also target any other units held up by a minefield. Whether the German units are in the minefield or stuck just behind a belt of minefields makes no difference. They will be fired upon just a much by the defense.

Here is an image of the mines at Gertsovka from the AAR here at the blitz. They are extensive. An attacking German player cannot avoid them.
[Image: bac38821f5RIP%20loaded.JPG]

Dog Soldier
Fast is fine, but accuracy is everything.
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Messages In This Thread
Enemy minefields in the jump map - by Seisen - 08-16-2014, 01:58 PM
RE: Enemy minefields in the jump map - by Seisen - 08-16-2014, 03:32 PM
RE: Enemy minefields in the jump map - by Dog Soldier - 08-17-2014, 02:16 AM
RE: Enemy minefields in the jump map - by Aaron - 08-17-2014, 05:01 AM
RE: Enemy minefields in the jump map - by Seisen - 08-17-2014, 09:34 AM

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