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istari6 -> RE: Will 2.1 make defense significantly easier? (11/5/2014 5:04:26 PM)
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quote:
ORIGINAL: cbelva I was an officer in the army during the 80s and spent time as an asst S-3 for a Cav Squadron and then for a Mech Brigade. It seams to me that there is some confusion over the active defense and how it was applied. And at this level of the game the active defense has already been played out. You units are deployed because that is where the G-2/S-2 has deduced that the enemy is attacking in that area. Also, once a unit is engaged, there is no active defense. It is very hard and dangerous to pull a unit out of the line when they are underfire. As in real life, if you wait too long to pull your units, (ie give them the order to pull out) then you put them at risk. And it does take time for an order to filter down to the individual squads and vehicles. Appreciate the detailed reply! I'm an amateur, and may well be "doing it wrong." However, I probably didn't explain properly what I was attempting to execute. Agree that once a unit is within DF range and under fire, can't easily be executing lots of mobile tactics. What I was trying to do was to have recon elements along the potential avenues of attack, one US mech infantry company dug into the main town in the center, and the other three companies kilometers to the rear in "hides" astride the road network, with easy ability to reposition and assume blocking positions. I'd figured out where there were good killsacks by reviewing the map before the battle started, but I didn't have sufficient forces to garrison all at the start of the scenario. So the idea was to identify the main thrusts using recon, have the mech infantry slow the enemy if they decided to plunge through the center on the fastest route, while deploying my "hiding" companies to assume blocking positions on the Soviet axes of attack before they arrived, necessarily concentrating on some while leaving others uncovered. (My understanding is this was one of the great benefits of the M1/M2 generation of AFV, being much faster, and thus able to execute this kind of mobile repositioning ahead of rolling Soviet columns rather than having to fight-in-place ala the older M60/M113s.) Having all this analyzed ahead of the battle, and only needing to give a single command (defend from BP A, not BP B) shouldn't require an additional 35-40 minutes of local discussion by the troops after the order is given, particularly when the Soviets are racing down the roads at high speed. That's why I'm suggesting that any orders given by the defender at the end of the first turn have 0 command delay, since can assume that soldiers and officers were briefed ahead of time on preplanned responses. After that first turn, then it can become the usual command delay as everyone is having to improvise. Another possibility is perhaps that there's 0 command delay for units moving from their initial positions at the start of the scenario, whatever turn that is. That would again simulate that there were plans at the start of the battle, and they're executing those, but once they've moved out of their starting positions, normal command delays would result for all subsequent orders. Thanks, Chris
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