(12-28-2015, 04:04 PM)ComradeP Wrote: Making strong assaults more costly for the defender would be an option. The mechanics tend to limit casualties per turn, which can be a good and a bad thing: it's nice that units don't die from direct fire in a single turn, but assaults could be more costly for the defender when facing strong assaults, to compensate for there being no multiple hexside assault bonus and both sides using the same stacking limit.
Good points ComeradeP, as always !
Making strong assaults more costly for the defender sounds like a possible solution, currently i think the balancing is not correct.
Maybe a higher chance to disrupt the defenders would be nice:
Lets say you assaut a bunker with 3 enemy units below 10 men each
One of them is already Disrupted
You assault with overwhelming forces (100 men +)
Now, currently you can easily fail to take the enemy hex even if you try it 15 or 20 times (reloading for testing).
If their would be a high chance that a strong assault on small units will even if it fails disrupt the defenders and make already disrupted defenders broken then another assault would have a high chance of success, that sounds reasonable.
And as ComeradeP pointed out, the thing with splitting units for defense that then each need to be Disrupted is also something which seems to need a bit more fine tuning to get a better balancing
Another thing that seems off is the Broken status. You can hammer defenders over 8 turns, they "might" get Disrupted with a bit of luck but then they recover again for the next turn so you have to disrupt them again. and even if they stay disrupted and you deal them more casualties in the following turns the chances they become Broken seem way too small currently.
Then there is the "Finishing off" rule that seems like a good idea to simulate units completely loosing cohesion after taking huge losses. But currently i think the chances that such "finishing off" occurs are too small. You constantly see units with under 10% strength wandering around and still fighting, even surviving multiple assaults.. Either make the chances higher or maybe make the "finishing off" possible after units are below 25% strength (or generally for units below 10 men to simulate how quick small units can lose cohesion if they suffer casualties), that sounds more realistic for me.
Point is:
If you assault a hex containing:
X Inf, Moral "D" (less then 10 men)
X Gun, Moral "E" (DISRUPTED and took gun losses)
X Gun, Moral "F" (DISRUPTED and took gun losses)
And deal them 3 more casualties and destroy 3 guns during the assault they should at least (if the assault still fails) become all disrupted/broken...broken at least if they already were disrupted !
We are talking about low quality static german troop, not die hard waffen-ss, elite paratroopers or Japanese fanatics.
I just looked up some actions involving Bunkers at Sedan. If assaulted with the right tools (combat engineers) they can be dealt with pretty quick once the line is penetrated and the bunker surrounded, PzB does not seem to simulate this correctly at the moment.
I mean, currently units inside a bunker go down from 25 men to 3 without getting broken at some point on a regular basis (and maybe not even disrupted status) and they still fight off assaults by 100 men units in good order, thats just a bit off and maybe needs re-balancing.
I hope the devs will look into this and improve the balancing in a future patch.