JacquesDeLalaing
Posts: 88
Joined: 10/7/2016 Status: offline
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quote:
ORIGINAL: Speedysteve 2.) Still getting used to how best to maximise combat success but a few questions on it: do you typically conduct bombardment/indirect attacks before following up with direct attacks OR do you direct attack and assign the artillery to assist in that attack? IS there a benefit to attacking a hex from multiple sides? I'm not entirely sure about this one. A few things to consider: 1) In fact I try to "actively" use my artillery as little as possible and rely on intercept fire instead. Offensive bombardments (ranged attack orders you give yourself during your turn) will deplete all the APs of the artillery unit and cost lots of ammo. Also, any enemy you target proftis from his entrenchment. By contrast, intercept fire saves ammo and the enemy does not receive his entrenchment bonus. Also, artillery intercept fire seems to lead to more kill hits? And intercept fire also interrupts your opponent's moves (loss of AP), potentially getting him stuck in open terrain. Note that certain conditions need to be met in order to trigger intercept fire (recon on the target hex, the arty unit needs 40 AP, high readiness, and - for the Germans - needs to be quite close) 2) Aggressively bombarding an enemy position before an attack might serve 3 purposes: a) The enemy's unit will lose AP if effectively bombarded. If you bring it below 40 AP (you never know for certain...!), it can no longer intercept fire, which might allow you to approach your attack force more safely. b) Reduce the entrenchment of the enemy to make him easier to attack for your follow-up attack. If you land pinned hits on elements, they lose entrenchment (it could be -50% or -50, the manual is unclear). However, there seems to be a limit on the loss of entrenchment (the manual mentions the loss is capped at -0.3; unsure if this is refering to the start of the turn or just before the fire action...) c) Knock out vital combat assets: This usually only works if the enemy is not dug in and not in cover. I sometimes hit the AI's units in the open with my artillery to knock out their AT-guns, then I attack (or just fire) with my tanks. 3) I sometimes also consider to use my artillery AFTER I have pushed him from his position. This can get really nasty. Once retreated, the enemy loses all his cover and is usually in open terrain. SIDENOTE: From my observations so far, it seems as if elements capable of indirect fire don't lose their accumulated entrenchment when you let them fire. By contrast, direct fire elements do lose their accumulated entrenchment (fall back to the automatic entrenchment value of the terrain) AFTER the ranged fire action. -------------- Regarding your other question: Yes, there is a bonus for attacking from multiple sides. For a coordinated attack from 2 hexes, you get +10% (on off/def Attack), for 3 hexes, it's +30% if I remember correctly. You get the idea. :) But remember that attacking with too many units is not efficient (Attack malus sets in once three elements have attacked a single enemy element) and wastes AP/readiness and supplies.
< Message edited by JacquesDeLalaing -- 11/28/2021 7:42:48 AM >
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