More sophisticated PVE with much better AI performance and capabilities would also help this idea greatly
EDIT: In my opinion it was a terrible mistake to nerf custom battles mode in the way they did, they should have instead immediatly focus on AI performance and improve it. A new PVE community would form in this game, but with such implementations like this rooms etc. , it might bring back more popularity to customs
You mean no tanks on the beach at all, the floating shermans never made it ashore
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It was used to shell large targets like manors where the Germans had strongholds and headquarters
Naval artillery was actually used mainly to create craters on the beach for the troops landing to have cover but they missed the beach completely causing more people to die
Also no paratroopers on the beach so Americans get no assualter squads
it depends on the beach only 2 got ashore on Omaha Utah Twenty-seven out of twenty eight reached the beach on Juno twenty-one out of twenty-nine tanks reached the beach Gold and Sword they lost only a few on the landings on each beach
The A3 isn’t in game, so I won’t put it on the list. There is a lot of stuff that was in Normandy IRL, but isn’t in game, so I’ll leave it off like the Browning M1919.
Part of the problem with the type of the historical accuracy you’re asking for is the squad composition put in place by Gaijin.
The issue stems from a ficticious role based design that’s plagued FPS games since their inception. Whilst you can understand why this model was adopted for individual player based FPS, where restricting what a player could or couldn’t play would frustrate some ( I think Squad is a good example here, where if someone occupied the “slot” for a given load out you’d miss out) . I think with Enlisted they had a chance to actually go the other way. That is create historically accurate sections / squads, but give the player a fictitious option of stacking them together into a sub-unit. So you could take a historically accurate rifle squad, a historically accurate Pioneer, or Recon, or even sniper team. It would therefore be the players choice in how they stacked their specialisations based on realistic squad/section/team sizes. Tank hunter teams existed on all sides and had slightly different compositions based on doctrine and weapons, same for Forward Observers, which in the current game are represented with the 5 man radio squad.
I really like the idea, this is very doable and would really help to separate Enlisted from all the other fictitious squad compositions in other competing games.
I think there are tons of examples from table top games which pre-date the digital era by a couple of generations, that list the various ORBATs, equipment availability and propose specialised conditions for various logistic shortcomings of either side.
I think as it stands the various maps reflect a rough chronology of the Normandy campaign and so you can roughly work out whether a given battle is occurring on D-day or D+1, +2 etc…
I would also steer away from any logistic foibles such a special breakdown rules etc, because those were often exaggerated and even today there are ongoing debates as to what the availability rates were for various pieces of equipment - be it tanks, planes, artillery etc…
I do think that unit quality could be represented in some way, perhaps in limiting certain troop types to lets say only Rifleman I, Assault I, Engineer I etc… for the static Ostfront Divisions defending the beaches. You could also mix in some veteran squads from 21st Panzer division as a means of bolstering the line. Whereas you could use Assault and Engineer III equivalents for the US Rangers as an example, and use Rifleman I or II to differentiate the other US green and regular squads with experience from Italy or Africa by contrast. So in this way you can create a tiered system of troop quality form green, to regular, to veteran/elite units.