[Idea] Infantry entrenchment
Posted: Tue 23 Jul 2013 4:33 am
Hi all,
I would like to propose a more elaborate way of using infantry in SEOW with regard to the different levels of entrenchment, ie. defensive capability.
Current state:
The infantry which is left unmoved in the planning phase spawns as entrenched infantry in the mission. They spawn in platoons of 4 squads (if the platoon is at full strength) and are arrayed in a star pattern with the AT section in the center and the whole formation spans 400m by 200m. The entrenched infantry objects are very tough to kill from the air and extremely hard to spot. They can be destroyed by a human pilot only by strafing and using rockets. Bombs can also be employed but only from a very low altitude nearly horizontal flight. No dive or level bombing is possible. Frequently, the pilot can't see the infantry until it is too late to drop a bomb even from low level. The frontlines formed with these units is effectively invisible from the air. Even if these units are spotted by a low flying spotter plane or a drivable jeep, again higher altitude attacks or massive bomb attacks are ineffective due to very large spacing of the individual squads.
Against other ground these entrenched infantry are a formidable opponent. Tanks charging directly into such a defensive position can take heavy casualties. For the moment attacking these positions with moving infantry doesn't work due to some changes in HSFX6, but this will be addressed in HSFX7. When it will be working again, it will take at least a 3 to 1 advantage in numbers of the attacking infantry to destroy an entrenched position.
So the entrenched infantry is a very nice defensive unit which can even stand ground on its own, and has a capacity to kill even a largest tank at short range. This is fine, but it is a bit of an overkill when all a planner has to do is leave a squad of infantry unattended and this squad will transform automatically into a very capable defensive unit.
Proposed changes:
1. The infantry left unmoved in the planning phase should spawn as static infantry (standing and firing).
They should use the same spacing and formation as currently used described above. They will still be very hard to spot from the air but are more easily destroyed when spotted because they are much more vulnerable to strafing. This infantry would be much more vulnerable to advancing enemy units, especially tanks. Against assaulting infantry they would have slight advantage in 1 to 1 engagements, since their accuracy is better because of being stationary.
2. An infantry platoon must be ordered to "dig in" in the planning phase, in order for it to be spawned as entrenched infantry with significant defensive bonuses that accompany this type of object.This process should be delayed by at least 1 turn (mission) if not more, and the best way would be to put in a slider in the SEDCS selecting the "digging in delay". While in the process of entrenching, the infantry platoon would be present in the mission in the static standing infantry mode as described above.
This would complicate the deployment of entrenched infantry. It would force the planner to use them only as a true defensive force, with carefully planned (ahead) times and locations for such deployments. It would render impossible such actions as dropping paras onto the runway in one mission, then having these paras appear as entrenched infantry smack in the middle of the airfield immediately in the next mission, without giving any chance for the opposing side to react or prevent this.
3. An optional feature accompanying entrenched infantry would be to automatically spawn a trench system connecting the individual squads, which would work as the automatic "artillery emplacements option".
The main effect of this feature would be to render entrenched infantry more visible from the air and thus creating a much better illusion of a front line. This trench system would make the squads be much less spread out, and much more observable from the air. The formation in this case would be 100m by 50m for a platoon of 4 squads. This distance is still enough so that they can't be all killed by a single 500kg bomb (2 at best depending on the shape of the formation), but they would be much more susceptible to dive bombing and even level bombing attacks.
4. Another possible feature would be to include a selection of entrenched infantry platoon role/formation.
As the commander orders infantry to dig in, he would be able to choose a formation for an optimal defense against an expected type of attack by the opposite side. For example, a platoon of 4 squads of infantry can be selected to take an AT formation which would trigger a certain trench shape and arrangement of the platoon. It would also trigger a conversion of 2 squads to AT section entrenched objects while the other 2 would normally spawn as inf. section entrenched objects. Another option would be an AI (anti infantry) formation where 1 squad of infantry would convert into a 360deg firing MG42, while the other 3 squads would be the normal inf. section entrenched objects without AT capability. A third option and formation would be a mixed formation where the platoon would appear as it appears now, ie. 3 squads of inf. section e. + 1 squad of AT section e. This would give the opportunity to the commander to have slight bonuses vs expected attacking units. It would be nice to use this especially if the battle line consists of many infantry platoons, each of which could be assigned a more specialized role if needed.
Concerns and possible mod alterations
The main concerns are server load due to additional static objects (trenches) and the distancing of infantry squads. The current proposal you can see in the images below puts about 6 static objects per 1 platoon of 4 infantry squads. That means that for 400 infantry squads in a template, we will have 100 platoons and if all of them are entrenched at the same time, this will produce 600 static objects in addition.
Another issue is an mg42. It is too vulnerable, so it may need a beef up of armor to the same or similar value as entrenched inf. objects. This can be solved by editing technics. In HSFX7 this object will rotate 360deg so this will work out fine for an AI defensive position.
I have asked Charlie if we could have a longer trench object which could be used to space infantry further or if we are happy with this spacing to just reduce the number of auto generated objects.
Let me know what all of you think and if someone is willing to test and check how this works, I can put a link for a mission in FMB I built with correct formations, so that you can test their performance and visibility.
I would like to propose a more elaborate way of using infantry in SEOW with regard to the different levels of entrenchment, ie. defensive capability.
Current state:
The infantry which is left unmoved in the planning phase spawns as entrenched infantry in the mission. They spawn in platoons of 4 squads (if the platoon is at full strength) and are arrayed in a star pattern with the AT section in the center and the whole formation spans 400m by 200m. The entrenched infantry objects are very tough to kill from the air and extremely hard to spot. They can be destroyed by a human pilot only by strafing and using rockets. Bombs can also be employed but only from a very low altitude nearly horizontal flight. No dive or level bombing is possible. Frequently, the pilot can't see the infantry until it is too late to drop a bomb even from low level. The frontlines formed with these units is effectively invisible from the air. Even if these units are spotted by a low flying spotter plane or a drivable jeep, again higher altitude attacks or massive bomb attacks are ineffective due to very large spacing of the individual squads.
Against other ground these entrenched infantry are a formidable opponent. Tanks charging directly into such a defensive position can take heavy casualties. For the moment attacking these positions with moving infantry doesn't work due to some changes in HSFX6, but this will be addressed in HSFX7. When it will be working again, it will take at least a 3 to 1 advantage in numbers of the attacking infantry to destroy an entrenched position.
So the entrenched infantry is a very nice defensive unit which can even stand ground on its own, and has a capacity to kill even a largest tank at short range. This is fine, but it is a bit of an overkill when all a planner has to do is leave a squad of infantry unattended and this squad will transform automatically into a very capable defensive unit.
Proposed changes:
1. The infantry left unmoved in the planning phase should spawn as static infantry (standing and firing).
They should use the same spacing and formation as currently used described above. They will still be very hard to spot from the air but are more easily destroyed when spotted because they are much more vulnerable to strafing. This infantry would be much more vulnerable to advancing enemy units, especially tanks. Against assaulting infantry they would have slight advantage in 1 to 1 engagements, since their accuracy is better because of being stationary.
2. An infantry platoon must be ordered to "dig in" in the planning phase, in order for it to be spawned as entrenched infantry with significant defensive bonuses that accompany this type of object.This process should be delayed by at least 1 turn (mission) if not more, and the best way would be to put in a slider in the SEDCS selecting the "digging in delay". While in the process of entrenching, the infantry platoon would be present in the mission in the static standing infantry mode as described above.
This would complicate the deployment of entrenched infantry. It would force the planner to use them only as a true defensive force, with carefully planned (ahead) times and locations for such deployments. It would render impossible such actions as dropping paras onto the runway in one mission, then having these paras appear as entrenched infantry smack in the middle of the airfield immediately in the next mission, without giving any chance for the opposing side to react or prevent this.
3. An optional feature accompanying entrenched infantry would be to automatically spawn a trench system connecting the individual squads, which would work as the automatic "artillery emplacements option".
The main effect of this feature would be to render entrenched infantry more visible from the air and thus creating a much better illusion of a front line. This trench system would make the squads be much less spread out, and much more observable from the air. The formation in this case would be 100m by 50m for a platoon of 4 squads. This distance is still enough so that they can't be all killed by a single 500kg bomb (2 at best depending on the shape of the formation), but they would be much more susceptible to dive bombing and even level bombing attacks.
4. Another possible feature would be to include a selection of entrenched infantry platoon role/formation.
As the commander orders infantry to dig in, he would be able to choose a formation for an optimal defense against an expected type of attack by the opposite side. For example, a platoon of 4 squads of infantry can be selected to take an AT formation which would trigger a certain trench shape and arrangement of the platoon. It would also trigger a conversion of 2 squads to AT section entrenched objects while the other 2 would normally spawn as inf. section entrenched objects. Another option would be an AI (anti infantry) formation where 1 squad of infantry would convert into a 360deg firing MG42, while the other 3 squads would be the normal inf. section entrenched objects without AT capability. A third option and formation would be a mixed formation where the platoon would appear as it appears now, ie. 3 squads of inf. section e. + 1 squad of AT section e. This would give the opportunity to the commander to have slight bonuses vs expected attacking units. It would be nice to use this especially if the battle line consists of many infantry platoons, each of which could be assigned a more specialized role if needed.
Concerns and possible mod alterations
The main concerns are server load due to additional static objects (trenches) and the distancing of infantry squads. The current proposal you can see in the images below puts about 6 static objects per 1 platoon of 4 infantry squads. That means that for 400 infantry squads in a template, we will have 100 platoons and if all of them are entrenched at the same time, this will produce 600 static objects in addition.
Another issue is an mg42. It is too vulnerable, so it may need a beef up of armor to the same or similar value as entrenched inf. objects. This can be solved by editing technics. In HSFX7 this object will rotate 360deg so this will work out fine for an AI defensive position.
I have asked Charlie if we could have a longer trench object which could be used to space infantry further or if we are happy with this spacing to just reduce the number of auto generated objects.
Let me know what all of you think and if someone is willing to test and check how this works, I can put a link for a mission in FMB I built with correct formations, so that you can test their performance and visibility.