ogar
Posts: 297
Joined: 9/6/2009 Status: offline
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quote:
quote: ORIGINAL: smiley69 I'm running the latest, 3.1.4.9... So it's possibly a bug? Hope it was just an 'aberration'. My guess is that this is, even with the 3.4.1.9 change to the Retreat From Combat, the same-old, same-old Curse of the Armored Recon [Assault Gun] Defender. My unfounded, unsupported view is that there is some sort of 'magic' embedded in the icon for Arm. Recon or AG that gives those defenders extra dice rolls or special enchantments to withstand attacks from other units. Also, I suspect that the Recon Rfl Teams and 251/1's are flagged in the .eqp file as recon and/or agile defender and/or armored. The defender looks in good health - green indicator, and D for Dug_In. All very tough to move. I see that two of the attackers have 'fair health' - yellowish indicator; meaning they are more susceptible to weak participation/failing to continue attack. If the attacking units (including supporting units) are not co-operating, that can show up in weakened support or even (gasp ! un-co-operation penalty -- I do not think the un-co-op penalty applies here.). And of course, relative proficiencies, as well relative health (readiness, supply) of units matter a lot as to how many show up for the fight and how well they fight. What's the scale of this scenario ? It looks to me like 2.5km/hex -- is that correct ? and 6 hour turns ? If that is so, the attackers might be subject to density penalties...over 62 pieces of equipment per hex (including support units). And conceptually, the defending hex is just under 3 sq. miles -- about 1800 acres by my rough calc. Lots of space for a good, agile defender to use to deflect attackers. And of course, terrain matters. I cannot make it out, but if it aids a dug-in, healthy, agile/armored defender... why, yes, it can take several attacks from healthy, well-supported, co-operating attackers to dislodge. OTOH, it could just be Curse of Armored Recon. Thanks very much for the AAR -- they are a real bear to write up, and each one is appreciated. Good luck with the game -- it's always tougher being the designer as well as player because part of your attention is always going to "what happened there ? do I need to fix events ? or check the formation/unit proficiencies AGAIN ? or... aw hell, NOT a CUSTOM eqp file ?!" as opposed to "OK, he broke through at a critical point, but now I can cut off his advance units and eliminate them".
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