FlashfyreSP
Posts: 1193
Joined: 7/6/2002 From: Combat Information Center Status: offline
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quote:
ORIGINAL: DROregon Flash, I don't understand. You must be saying a rally-failed command unit is less effective to it's subordinate units than an un-attempted rally command unit, even when they have the same supression level. Makes sense, I guess. But seems to me that the opportunity to reduce a command unit's supression in half is always worth pushing the button. No, that's not what I was referring to. A failed Rally command unit is incapable of assisting its subordinate units when THEY fail. But a Suppressed command unit in Retreat/Rout status cannot assist in the rallying of sub-units anyhow, so it is just as ineffective as if it had failed its own rally attempt. What I usually do is make the one attempt to bring a command unit to Pinned status; if it succeeds, I stop rallying the command unit. Then I run through the sub-units, making their checks one at a time, from unit to unit; in this way, the unit leader has the best chance (re: Victor's explanation of the Rally points and chances) to get that first critical "halving" of the Suppression. Then I cycle back through the units, making attempts for those with the worst Suppression; some units I will leave with <15 Suppression, in Pinned status, to focus on the ones that are in worse shape. During this procedure, if any unit fails its own check, the command unit is able to assist. If the command unit fails, then I go ahead and make all the checks I can for the rest of the subs, since failing will not access the command assist. In cases where I have a second command unit in the chain (company HQ or A0 nearby), I follow the same basic procedure, and see if the higher command assists once the immediate commander fails. On the AutoRally ON/OFF issue: the AutoRally is a "nanny", performing rally actions at the end of the turn that you, the player, "forgot to make". In some ways, this is good, as it covers all units, and makes all checks possible, even those Ready units with 2 or 4 Suppression that otherwise you would ignore for Rallying. However.... This can be bad, in the case of units that are Retreating/Routed and are in danger of being fired on. They could become Pinned or Ready, in LOS/LOF to the enemy, and during HIS turn come under heavy fire. If they had been allowed to retreat, they may have moved out of LOS/LOF and become unspotted. With AutoRally ON, you the player cannot choose to let them retreat; if you do not manually rally them during your turn, the AutoRally does it for you, and if it succeeds in any attempt, the unit will probably stop where it is as Pinned. Only of the first AutoRally attempt fails will the unit conduct a retreat movement. This is because the Retreat action phase comes after the AutoRally phase. But there are times when it would be better to allow a unit to retreat the two hexes to a safer position: units that have been under fire during your opponent's turn, and begin your turn in Routed/Retreating status. The dilemma is: do I try and rally them and then use the normal Movement action to move away from the "fire zone", possibly 1)failing the rally and remaining Pinned in the hex for next turn, or 2)succeeding only to trigger OpFire when attempting to move to cover. The safe solution: allow the unit to Retreat, so as to put distance between the enemy and itself, during the Retreat Phase when OpFire does not usually occur. But AutoRally ON prevents this, as the "nanny" come along and makes those Rally attempts for you. Turning AutoRally OFF at times (it can be switched on and off during the game, even PBEM games) can help save units that otherwise might be in trouble during the opponent's turn.
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