rominet -> RE: George vs. Seille - A Russia 1941 AAR over 60 turns (1/18/2009 3:31:16 PM)
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ORIGINAL: george1972 To EDGY, in theory switching to machineguns would be a good idea, but my personal experience with AT is that even on the defense, the only way to stay alive is to counter-attack on your turn, so that's why I built more "offensive" weaponry. The combat system allows an attacker to concentrate while offering little for the defender. Hence, no machineguns. Yes, that's one of the biggest trouble of this game, the dissymetry between attacker and defender in term of losses. I am experimenting that in my own game (GPW) where Russian small brigades are able to destroy completely 2 Pz div in one turn only by concentric attacks. I don't any good solution but i was thinking to some possible way: for example, in GPW scenario, if you multiply by 6 [X(] the hitpoints of infantery units, the losses are more realistic and it is more difficult to break through the ennemy front; i just have to check that the war doesn't become a WWI. It also solves the trouble coming from the excessive efficiency of fighter against infantery. Another way could be to use an house rule of the kind: no more than 1 unit par hex ... and so on.
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