henri51
Matrix Elite Guard

Posts: 1151
Joined: 1/16/2009 Status: offline
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Thanks for the lesson, but I am well versed in Blitzkrieg tactics, and my argument is that tactics such as you describe are not effective against a reasonably strong enemy (and given the advantages given the AI in random games, there is no such thing as a "weak" enemy - in my AAR when the British launched their initial offensive against me, they had 3 cities to my 20). That is all very well, but consider a continuous line of enemy units. You have to clear 3 units wide to make a breakthrough without enemy zones of control. Let us say you have 3 groups of aircraft and 2 artillery in the area, which is about the most you can expect in a large scenario with a lot of units. First you hit the central enemy unit with artillery and air power, then you make a concentric attack with 2 or 3 adjacent infantry units with mortars, infantry cannons, etc. The best result you can get is that only one infantry will be left in the enemy unit, and it backs up one hex. You have at most only one unit of the 3 infantry units you had facing the 3 enemy units with any movement points left, however you can advance one of the victorious infantry units one hex into the hole, using up all its movement points. Then you use your other artillery to hit one of the enemy units on the side of the hole, and you have no more artillery left there. You hit it again with your second air force, leaving you with one air force. You hit the side unit with 2 units, pushing it back one hex, and advance one of the victors one hex. You now have 4 of the five units adjacent to the three original enemy units that have run out of moves. You use your last plane to hit the enemy unit on the other side of the hole, and then hit it with 2 nearby infantry, if you are lucky this unit retreats one hex, and one of your victorious units moves into the hole. You now have used all your frontline moves available, all your air power, and all your artillery, to push back 3 enemy units one hex. No problemo you say, so now you bring in your second line of attackers (yes you had a second line -good luck - what part of the front did you leave undefended to get this second line?) Anyway let us suppose that you do have a second line. So you send one second-line unit forward into the hole, and if you are not in a forest hex, the attacker still has enough power to attack one of the retreated enemy units. But hey, all enemy units are not weak enough to have only one infantry left after the battle - some will have a couple of infantry and maybe 1 artillery, and so on. Anyway you win the battle and the enemy unit will either be destroyed or back up one more hex. If the latter happens you have gained 2 hexes at the cost of attacking with ovewhelming odds, using all of your air power, and all nearby artillery. But let us say you are lucky (very lucky...) and ALL of your second-line attacks destroy all 3 enemy units leaving a big hole. The problem is that none of the 8-10 units that have participated in the offensive have any moves left to exploit the hole, and any other units that want to go through the hole would have to travel at least 5 hexes before breaking out. So the result is that at best you have a hole that cannot be exploited, and in fact what you have gained is to locally push the enemy back by 2 hexes. On the AI move the hole will be stabilized, and the AI will possibly exploit the weaknesses that you left elsewhere to obtain such an overwhelming local superiority. I have carried out attacks like this many times, and NEVER have obtained what I have described as the "best" result where all 3 enemy units were destroyed. In most case, no units are destroyed or maybe one, and I gain one or two hexes. So I hold that it is NOT a matter of tactics, but a matter of the unrealistic factor that enemy units that have lost over 95% of their strength are stlll able to block advancing units with 100:1 odds, even if their combat power is 0. And oh yes, this is against the AI; against a human, you will have zero chance of realizing the above unless your opponent is highly incompetent.For example, having a stronger unit every 3 hexes in a line, given the above, can ensure that no breakthrough will ever work.So welcome to World War one. Henri
< Message edited by henri51 -- 4/28/2011 1:07:13 AM >
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