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  1. SamuraiN

    HQ casualties and effectiveness

    Pardon me if this has already been implemented. I think we can make the personnel casualties of HQ units have an impact on their effectiveness, efficiency, delays, judgement, etc. The fact is that complete destruction of enemy HQ units are not that easy in game. Also, severe losses or...
  2. SamuraiN

    Reorganisation

    I recommend adding a function to the reorg order: combining units. With a certain threshold, e.g. 50%, weakened units will be reformed into new units, e.g. 3 battered companies become 2 companies. For simplicity, there will be no change to the command effectiveness. Morale can be increased a...
  3. SamuraiN

    Morale

    The current morale system could allow for more fluctuations, i.e. reduction of morale. Often times attacking units have only 25% of their original strength but morale is still above 50%. While tank companies can maintain their spirit despite the loss of some vehicles, infantry units are not so...
  4. SamuraiN

    Briefings about neighbouring sectors outside map (enemy reinforcements)

    I recommend adding a feature to inform the commander about situations in neighbouring sectors, and I think the easiest viable solution is to make some pop-up briefings during scenario game-play. For example, in the Highway to the Reich pack, the German sector commander should be able to have an...
  5. SamuraiN

    Intel delay

    How long is the intel delay, including friendly/enemy force composition, position, etc.? For example, when a front line unit spots and reports the enemy spotted up the chain of command, how long does it take till the player HQ receives the intel? And is the delay the same for all aspects of...
  6. SamuraiN

    Reinforcements detail display

    Currently, reinforcements only show a HQ icon on the map, with its unit values shown in the Reinforcements Dialog. I wonder if full unit detail display on map, just like a regular unit, can be made possible. The reason is that because of the wide range of AFVs and guns,etc. it is very hard to...
  7. SamuraiN

    Armour value

    I propose to make a new system for amour, and anti-armour value. Current system seems to be a multiplication of penetration value and number of vehicles (maybe plus RoF). Now, a company of American SPAAs can have high anti-armour value because their 37mm guns have some penetration, which...
  8. SamuraiN

    Supply Depot Question

    1) How to interpret stock arrival schedule? Suppose we command a division, standard stock level is said to be 7 days. So if supply arrival is 20% for Day 1, does that mean we will receive 1.4 day supply for a division on Day 1, or 0.2 day supply? 2) How to interpret stock numbers for a base...
  9. SamuraiN

    Supply Line display

    I propose making the supply line display to show the latest supply route, whether blocked or not, in all conditions. This would help to identify which lines of communication need to be secured.
  10. SamuraiN

    Joe's Bridge Axis defence

    The impossible was made possible. We retook the northern end of the bridge and practically destroyed the Irish Guards (all tanks destroyed except a few belonged to HQ). Our battalion south of the river had 89% fatigue and could not do any more. Though if better managed, we could perhaps retake...
  11. SamuraiN

    Battered Bastards (breaking into Bastogne) Axis

    Strategic decision: Where do you think the main assault should be? Please explain your reasoning. Note: Black circles indicate armour. A company of 13 Hetzers in the west, and two companies of 18 Panzer IV L /70(V) total and one company of 13 Pz IV Ausf. J in the southeast. To simplify the...
  12. SamuraiN

    Manhay Crossroads Allied defence

    Historical Reinforcement and supply. Per request, I played this scenario with limited manual ARTY management. To simulate reality, ARTY management should not be overly heavy. I have to say I am amazed by the operation maneuvers of the AI, and it has tried all probable assault operations I have...
  13. SamuraiN

    LoS for different conditions

    It would be a reasonable tool to allow LoS assessment of different times of day, based on the predicted weather condition, i.e. the commander should be able to estimate the LoS of the next morning form the previous night, based on the weather report, especially if he can determine LoS down to...
  14. SamuraiN

    Unit strength indicator issue

    Currently, the strength indicator appears to be calculated based on the personnel left in a unit, which can be quite misleading. There was an enemy Panther company that got all its Panthers out of action but with half of the crew left, and the indicator still showed yellow instead of red...
  15. SamuraiN

    Encircling Aachen Axis force composition issue

    For some reason, in game, the Germans got a full battalion (506) of 36 Tiger IIs, which was not there historically. There was a Schnelles battalion 506, but no Heavy Panzer Battalion 506. Otherwise, the Germans would have superior armour. I tried the German side, and my counterattack wiped out...
  16. SamuraiN

    St.Vith Allies AAR (no Peiper)

    I eliminated the 12 VG by the end of Day 2, i.e. no enemy units left on map, so the Peiper group chose not to come, and I was given a decisive victory immediately, which explains the disproportional kill/loss ratio.
  17. SamuraiN

    Enemy Vehicle Detection beyond LoS

    I think the current game setup favours night movements and assaults, because many difficulties involved in such operations are hard to model. e.g. troops staying in formation, in contact, not get lost, etc. The current LoS setup gives full advantage to the element of surprise in such maneuver...
  18. SamuraiN

    Entrenchment simulation module

    I think ARTY is not very effective in breaking through prepared defences currently in game, as it relies on suppression effect and direct hit to help soften those defences instead of destroying defence structures. So I propose to create an entrenchment module: an entrenchment value is created...
  19. SamuraiN

    Eliminating nearly destroyed units

    Sometimes a unit annihilated to the last few men hold out a long time before elimination, either surrender or destroyed, which bogs down entire assaulting forces. Any reason for this?
  20. SamuraiN

    Line & Area sight simplification

    My opinion on these features is that they are not very realistic and possibly overly complex. Commanders in real action can hardly determine precise lines of sight based on maps, perhaps somewhat better in modern situations, not to mention areas of sight. Such features induce micro-managing of...
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