Over view
One of my reasons for enjoying CoW is that each units functions differently, and that however you build your divisions impacts how well your wars will go.
Furthermore, the concept of terrain: we all know that tanks do better on plains due to the lack of interference and clear sight lines and that all units but Commando's are heavily debuffed in mountains.
Now, lets talk about this. For a little back ground, I am very enthusiastic paint baller and grew up around soldiers all my life. When it came to terrain, my Dad clearly preferred to fight in a forest as he always said cover was your best friend, and we went had paint ball matches, he often drilled me into "staying low when moving, and in cover when not".
An infantryman will instantly search for cover: a forest provides cover as it has (you guessed it) tree's and other things. Tanks do not function well in forests or narrow roads. We all know how the Germans outflanked the allies by going through a forest in 1940, but what many don't know is that they almost called it quits due to the huge back log of trucks and tanks.
Hills are also a place where infantry can do well, mostly if you hold the high ground. Defending troops will always hold it better, but even those attacking can use the shape of the hill to their advantage: a hill gives cover, and if you dig into the side of a hill, you're hard to move. Militia have a 75% boost in hill and forest area's, which is pretty damn good.
Arty and other fixed guns will benefit from such elevation, it means the crews have to spend less time with calculation and other boring things.
Tanks do not function best in hills unless dug in, the rough terrain always screws with them.
Idea
Side note
If anyone thinks of other terrain, which is reviewed well, I shall also place it in. The world isn't made up of four types of natural terrain.
One of my reasons for enjoying CoW is that each units functions differently, and that however you build your divisions impacts how well your wars will go.
Furthermore, the concept of terrain: we all know that tanks do better on plains due to the lack of interference and clear sight lines and that all units but Commando's are heavily debuffed in mountains.
Now, lets talk about this. For a little back ground, I am very enthusiastic paint baller and grew up around soldiers all my life. When it came to terrain, my Dad clearly preferred to fight in a forest as he always said cover was your best friend, and we went had paint ball matches, he often drilled me into "staying low when moving, and in cover when not".
An infantryman will instantly search for cover: a forest provides cover as it has (you guessed it) tree's and other things. Tanks do not function well in forests or narrow roads. We all know how the Germans outflanked the allies by going through a forest in 1940, but what many don't know is that they almost called it quits due to the huge back log of trucks and tanks.
Hills are also a place where infantry can do well, mostly if you hold the high ground. Defending troops will always hold it better, but even those attacking can use the shape of the hill to their advantage: a hill gives cover, and if you dig into the side of a hill, you're hard to move. Militia have a 75% boost in hill and forest area's, which is pretty damn good.
Arty and other fixed guns will benefit from such elevation, it means the crews have to spend less time with calculation and other boring things.
Tanks do not function best in hills unless dug in, the rough terrain always screws with them.
Idea
- Infantry should have a 25% buff in forests due to the move available cover
- Arty, AT guns and AA should have a 25% buff in hills due to the heights.
- Tanks should be debuffed 25% in forests and hills due to uneven terrain.
Side note
If anyone thinks of other terrain, which is reviewed well, I shall also place it in. The world isn't made up of four types of natural terrain.
"If the tanks succeed, then victory follows."- H.Guderian
"Hit first ! Hit hard ! Keep on hitting ! ! (The 3 H's)" Admiral Jackie Fisher
"The 3 Requisites for Success – Ruthless, Relentless, Remorseless(The 3 R's)" Admiral Fisher
Crates: a Term used to define any unwanted and unneeded feature in CoW
Game Username: LordStark01
"Hit first ! Hit hard ! Keep on hitting ! ! (The 3 H's)" Admiral Jackie Fisher
"The 3 Requisites for Success – Ruthless, Relentless, Remorseless(The 3 R's)" Admiral Fisher
Crates: a Term used to define any unwanted and unneeded feature in CoW
Game Username: LordStark01