Warrior
Posts: 1808
Joined: 11/2/2000 From: West Palm Beach, FL USA Status: offline
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David, I agree v5.03 works with the scenarios. I just finished one using 5.03. However, I'm still not very happy with it. It may be more realistic, but it makes any attack incredibly difficult. Since defenders will be entrenched and usually only shoot when I move, and that means I will lose more men due to the ratio. So my question is: how can I attack without moving? Artillery does some damage, but, oops!, I ran out of ammo. Melee is the real Catch-22. If you jump into a hex with an enemy squad and take fire from any other point, you can't melee. Nor can you melee if your squad is "not in good standing," or doesn't have enough movement or shots left. And since you get pinned by the enemy squad, you can't melee on the next turn either (because you're not in good standing, and so on, and so on, for turns on end). My tanks and MG's may as well have well been firing cotton candy, but an enemy crewman 6 hexes away could knock off my guys consistently. My opinion is that it will take a 10 to 1 advantage for an attacker to get very far using v5.03.
You guys are doing a teriffic job, but for now I think I'll stick to 5.01.
[ June 26, 2001: Message edited by: Warrior ]
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Retreat is NOT an option.
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