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Overruns

 
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Overruns - 11/14/2020 9:59:31 PM   
mroyer

 

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Joined: 3/6/2016
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If I'm not mistaken, AP of attacking units is exhausted even if combat ends before round 10.

Suggestion: Instead, attacking units get a pro-rated remainder of AP when combat ends early.

This would allow overwhelming forces to brush aside and overrun weak defenders and continue moving in a truer simulation of blitzkrieg tactics.

-Mark R.
Post #: 1
RE: Overruns - 11/15/2020 5:39:37 AM   
Clux


Posts: 411
Joined: 9/16/2018
From: Mexico
Status: offline

quote:

ORIGINAL: mroyer


If I'm not mistaken, AP of attacking units is exhausted even if combat ends before round 10.

Suggestion: Instead, attacking units get a pro-rated remainder of AP when combat ends early.

This would allow overwhelming forces to brush aside and overrun weak defenders and continue moving in a truer simulation of blitzkrieg tactics.

-Mark R.



There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better

(in reply to mroyer)
Post #: 2
RE: Overruns - 11/15/2020 12:01:49 PM   
mroyer

 

Posts: 914
Joined: 3/6/2016
Status: offline

quote:

There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better


Really? I was completely unaware of this.
I will explore. Thanks for pointing it out.
-Mark R.

(in reply to Clux)
Post #: 3
RE: Overruns - 11/16/2020 10:03:50 AM   
Falke

 

Posts: 179
Joined: 8/13/2004
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quote:

ORIGINAL: Clux

There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better


This applies to all Units, but generally Foot will not have enough AP left to move an extra hex

(in reply to Clux)
Post #: 4
RE: Overruns - 11/16/2020 4:28:35 PM   
DTurtle

 

Posts: 443
Joined: 4/26/2010
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At the end of combat, units lose about 50 AP. Moving into the conquered hex is free, but you need at least 30AP to attack a hex. So if your units have enough AP, and they defeat the enemy quickly enough, you can attack again. Rush and Blitzkrieg are very useful for this.

(in reply to Falke)
Post #: 5
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