BletchleyGeek
Posts: 4713
Joined: 11/26/2009 From: Living in the fair city of Melbourne, Australia Status: offline
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quote:
ORIGINAL: Ketza quote:
ORIGINAL: Flaviusx Are you willing to eliminate ZOCs for German breakdown regiments? I am willing to take away ZOCS for all ants. I am for what makes sense not what one side or the other may get as an advantage. You spend far more MP's doing several hasty attacks in the direction of your axis of advance than by getting into position so that you can attack it from a direction orthogonal to your axis of advance. Recalling the retreat rules: quote:
ORIGINAL: Manual (paraphrased) Defending units that have not shattered or routed will then attempt to retreat to a friendly controlled hex using the following priorities: 1. Retreating units will tend to retreat to hexes not adjacent to enemy units. 2.They will try to avoid retreating into an over stack condition (i.e. a hex that already has three friendly units), but if they do, they must continue to retreat and take additional retreat attrition losses for each additional hex that they retreat through. 3. Retreating units tend to retreat to hexes that cost fewer MPs to reach, have rail lines, have fort levels and contain fewer friendly combat units. 4. Retreating over unfrozen minor river hexside causes double retreat attrition, while retreating over an unfrozen Major river hexside causes triple retreat attrition. 5. At the conclusion of the retreat, the retreating unit suffers retreat attrition once for each adjacent hex that contains an enemy combat unit. I highlight the three most relevant items. While there's indeed something odd going with casualties - see ComradeP remarks regarding disrupted ground elements not taking losses on the "Toss Us a Bone" thread - with maneuver you can render "ants" irrelevant by maneuvering around the enemy to make it go away from your axis of advance. Assume that your attacking unit starts the at hex #6. Hex #1 and Hex #5 are in your ZOC (and if the "ant" is a regiment, then they're converted to your side). Break down into regiments. Move one regiment to hex #5 (now you have ZOC on hex #4). Attack (hasty should do with NKVD "supermen", ants with more "stuff" into them, might require deliberate, such as low experience Rifle Divisions with 10,000 guys etc.). If everything goes well - might not, of course - the "ant" will be retreating into either #2 or #3. You can further constrain this by laying ZOCs as opportunity and material means allow. This is, by the way, the way to deal with hedgehog defenses, it justs costs some MP, but far fewer than mindlessly bulldozing your way!
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