1925frank -> RE: Question for Jason (4/28/2009 5:19:47 PM)
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Regarding the counterassault, the defender is effectively forced to assault the hex it occupies. That's what confuses me. I picture an assault as units getting up and running toward an objective. The defender already has the objective, so I don't understand why the defender would be getting up and running anywhere. I guess the thinking is that the assaulter occupies the contested hex for at least part of its portion of its turn, and then the defender counterassaults to push the assaulter back out of the hex. I would think if the assaulter failed to take the hex, it would back out or fall back, and I would think the defender, if it wasn't particularly good at assaults (like machinegun platoons), would simply hang on rather than counterassault. I would think a machinegun platoon, if given the choice of assaulting or falling back, would fall back every time simply because they are not designed for assaults. Their assault values reflect very poor assault abilities. Conceptually I've never really understood why the counterassault was added to the equation. I would think the counterassault would break the back of the defenders more frequently than the initial assault. It kind of looks like a sucker punch. If a defensive unit has good defense abilities but poor assault abilities, you would assault it not with hopes of winning the assault but with hopes of winning the counterassault. I'm not complaining. I have just always found the counterassault counter-intuitive.
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