Stimpak -> RE: 2.0.11.5 Open Beta Released!!! (6/25/2016 5:05:30 PM)
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[image]http://puu.sh/pFw4P/57c3e13d58.png[/image] Though I still won a decisive victory, this single Panzergrenadier squad (The fallen out one) managed to kill almost all of one of my MRCs, even with heavy casualties, little ammo, and very low readiness. The irony is this: Two MRCs were sent against this platoon, one moving deliberately, and one assaulting. The deliberately moving MRC dismounted and inflicted heavy casualties on the PzP, sustaining little casualties from the Panzergrenadiers itself... but not before supporting Leopard 2 fire cleaned it up. The assaulting MRC entered the hex dismounted, suffering only 1 BMP lost... And shut down. They became stuck within the hex, and seemed unable to damage the Panzergrenadier platoon despite losing upwards of 2-3 BMPs and their infantry every shot the Panzergrenadiers made. By the time the squad was finally fallen out, the MRC had been reduced from 30 subunits to 4. At the same time I've been testing the effects of preparatory fires and different movement types. Artillery is working well as intended, but again I notice that a deliberate attack remains much more effective than an assaulting attack. The assaulting units typically fire less often, hit less often, and take twice the losses thanks to their "exposed" posture, whereas deliberate moving units hit more often and take only half the losses. I've made a point since 2.0.11.4 to never use the Assault command in the attack, and only use it when I want recon units to continue their course instead of screening away, or to forcefully contest a VP point. In other, bad news, the CPU leak is back. It is not as severe as before, but now it still appears about 6 turn resolutions in, causing the FX to slow to a crawl. The only fix I have for it at the moment is saving the battle, closing the game, and re-opening both the game and save.
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