Good evening folks,
as it currently looks Steel-Division will do a lot right and is even using ideas of former Wargame-Players to enhance the game-play thus I'm looking well forward to this game.
Now to the topic:
Mines! - Why?
Unlike in Wargame, SD:N seems to get a far more fluid game-play which is awesome since the mostly objective-based Wargame mechanic often times caused repetitive use of terrain-features and even discouraged maneuver-warfare partially which would have made Mines an even bigger death-sentence to it.
Now that doesn't seem to be the case anymore with the "Frontline"-Mechanic and the contrary seems to be the case.
Players shouldn't be able, not even in a team on bigger maps, to satisfy the whole frontline with a defensive line. This would discourage maneuvering. To encourage maneuvering they need tools at their disposal to weaken certain parts of the frontline to be able to gather forces for an own attack. Nevertheless these parts of the frontline need a certain way of being able to delay an enemy advance to buy time for own attacks to break-through.
These tool are mines and obstacles.
I do not propose a too deep obstacle mechanic, but a rather simple mine mechanic.
How could it work?
1. Pre-Bought-Minefield-Units
In case the Deck-system comes back (hopefully a combination of ALB and RD) Mine-Fields could be bought within a support-tab or a special obstacle-tab with a certain amount per card and 3 different cards: Pure Anti-Tank-Field, Pure Anti-Personal-Fields and a combination of both.
These Fields are unmovable and have a fixed size that can be adjusted in length and width but will always cover the same amount of area. They will be placed by the players at the start of the game outside of their deployment-zone but within their own half of the map.
The big negative: It doesn't fit with the announced "stages" of battle which leads us to option number 2:
2. Mine-Laying-Units
This is an rather easy option: You buy in the support-tab a unit that is able to lay minefields.
These units have a certain ammunition-count on these mine-fields and need a certain amount of time to place them depending on the placed minefield-size. Otherwise, like above, a single mine-field should also have a maximum-area it can cover but should be adjustable by length and width.
How to balance Mines?
A) Size of a Mine-Field: Smaller fields are weaker
B) Damage: No damage? Small Damage?
C) "Debuffs": Routing Infantry, Detracking Tanks, Immobilizing vehicles
D) Time that is needed to place them.
E) Camouflage - who can spot them?
F) Time needed to break it
I propose option 2 with mines that make very little damage at all (like 1 Wargame-Hitpoint to any kind of unit), which demobilize tanks and rout infantry with the time-needed to place a single field on maximum size in something like 3+ Minutes and which can be only spotted by Scouts when rather close to them or by units when they got hit by them. Defusual should take by vehicles something along 30s to a Minute and for infantry roughly a Minute
How to counter-mines
The allies had special Anti-Mine-Tanks, the Wehrmacht e.g. the SdKfz 300. Engineering Infantry could also delete them. A vehicle will need less time to "defuse" a minefield than infantry but is easier to spot.
While in reality the breaching-units would only open a path, for simplification they could just "delete" the mine-field ingame.
So, what are your thoughts?
as it currently looks Steel-Division will do a lot right and is even using ideas of former Wargame-Players to enhance the game-play thus I'm looking well forward to this game.
Now to the topic:
Mines! - Why?
Unlike in Wargame, SD:N seems to get a far more fluid game-play which is awesome since the mostly objective-based Wargame mechanic often times caused repetitive use of terrain-features and even discouraged maneuver-warfare partially which would have made Mines an even bigger death-sentence to it.
Now that doesn't seem to be the case anymore with the "Frontline"-Mechanic and the contrary seems to be the case.
Players shouldn't be able, not even in a team on bigger maps, to satisfy the whole frontline with a defensive line. This would discourage maneuvering. To encourage maneuvering they need tools at their disposal to weaken certain parts of the frontline to be able to gather forces for an own attack. Nevertheless these parts of the frontline need a certain way of being able to delay an enemy advance to buy time for own attacks to break-through.
These tool are mines and obstacles.
I do not propose a too deep obstacle mechanic, but a rather simple mine mechanic.
How could it work?
1. Pre-Bought-Minefield-Units
In case the Deck-system comes back (hopefully a combination of ALB and RD) Mine-Fields could be bought within a support-tab or a special obstacle-tab with a certain amount per card and 3 different cards: Pure Anti-Tank-Field, Pure Anti-Personal-Fields and a combination of both.
These Fields are unmovable and have a fixed size that can be adjusted in length and width but will always cover the same amount of area. They will be placed by the players at the start of the game outside of their deployment-zone but within their own half of the map.
The big negative: It doesn't fit with the announced "stages" of battle which leads us to option number 2:
2. Mine-Laying-Units
This is an rather easy option: You buy in the support-tab a unit that is able to lay minefields.
These units have a certain ammunition-count on these mine-fields and need a certain amount of time to place them depending on the placed minefield-size. Otherwise, like above, a single mine-field should also have a maximum-area it can cover but should be adjustable by length and width.
How to balance Mines?
A) Size of a Mine-Field: Smaller fields are weaker
B) Damage: No damage? Small Damage?
C) "Debuffs": Routing Infantry, Detracking Tanks, Immobilizing vehicles
D) Time that is needed to place them.
E) Camouflage - who can spot them?
F) Time needed to break it
I propose option 2 with mines that make very little damage at all (like 1 Wargame-Hitpoint to any kind of unit), which demobilize tanks and rout infantry with the time-needed to place a single field on maximum size in something like 3+ Minutes and which can be only spotted by Scouts when rather close to them or by units when they got hit by them. Defusual should take by vehicles something along 30s to a Minute and for infantry roughly a Minute
How to counter-mines
The allies had special Anti-Mine-Tanks, the Wehrmacht e.g. the SdKfz 300. Engineering Infantry could also delete them. A vehicle will need less time to "defuse" a minefield than infantry but is easier to spot.
While in reality the breaching-units would only open a path, for simplification they could just "delete" the mine-field ingame.
So, what are your thoughts?