sPzAbt653
Posts: 9511
Joined: 5/3/2007 From: east coast, usa Status: offline
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'I have had a hard time in barbarossa movement penalties and some of them has been due to the RBC, I just need to figure out a way to do it. ' Excessive planning. I consider Rbc's an excellent bonus, not to be normally expected. But in a Barbarossa turn 1 situation, you need to plan for them. I assume that every attack will result in an Rbc, and think about what effect that will have on the local situation. The Rbc'er will be the only unit to enjoy the movement bonus (less penalty for movement into/thru the hex). It is best to plan for Rbc's, if you get any, only do one hex at a time, take time to rethink the situation, don't just run amuck chasing the Rbc'd unit. A combination of Rbc's and regular attacks on non-Rbc'd units can make a devastation of the enemy front. This can help in reducing the movement penalties by not trying to move thru one little hole in the line. Try to plan so that the Rbc's will channel other units retreated by normal attacks to where you want them. Also, to reduce movement penalties, some scenarios have good helping 'traffic cop' units like mp's, HQ's, Todt brigades, etc. (they have 'Traffic Control' ability). They only reduce movement penalties due to stacking (not enemy zones of control), but this can help alot in moving large groups of units farther. For managing combat rounds, it's most important to check the movement points of units that you use in an attack. If two attacking units have 10 mp's left, and one unit has 2 mp's left, that 2 mp unit will burn you. Leave the lower mp units out of combats. This goes for artillery and air units, also. Other things are involved, but then it gets complicated. Cheers!
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