Aurorus -> RE: 1000 mile war - liberating the Aleutians (7/22/2017 4:38:51 PM)
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This AAR is very pleasing to the eyes: very nice presentation. I hope that one day, once you have mastered the basics, that you will play a PBEM and do an AAR. It will be a pleasure to read. Keep in mind that as the allies, you have time to learn on the go in a PBEM. Some mistakes in 1942 will not hurt you terribly. As Japan, not so much. After you have the gist of how to manage your air and naval units to perform to your expectations, you want to practice the ground combat system a little. There are two concepts with ground combat with which many new players struggle. The first is the combat resolution itself. Terrain multiples the AV and will help to mitigate casualties for the defender (along with forts), but will not increase the firepower of defenders. Each squad has a chance to fire in the combat resolution phase. So an attack can come off at 1-2 or even 1-3 as a measure of pure AV, while the defenders may take as many casualties as the attacker. Since defenders AV is multiplied in difficult terrain, these losses will eventually result in the AV of the defensive units falling below that of the attackers over a long battle. The disruption that units suffer in combat is a function of the odds. So an attack at 1-2 will generally result in high disruption for the attacking units, even if they cause more casualties than the defenders. An attack of 3-1 will result in high disruption for the defenders. The second ground combat concept that most new players struggle to grasp is the idea of hexside control and how to manipulate it to your advantage. When a unit occupies a hex alone, without any combat units from the other player, that unit controls all 6 hexsides into that hex. When a unit enters a hex containing combat units of the other player, it gains control of the hexside, and only the hexside, from which it enters. Hexside control is critical to maintaining supply lines (or cutting them off) and paths of retreat (or cutting them off). Supply, retreat, and units can only move through hexsides that the player controls. If there are no ground combat units from either side in a hex, all 6 hexsides are open and supply and units from either side may move into or out of the hex freely. Therefore, oftentimes, in ground combat, getting your unit to a hex first becomes very important. You gain control of all the hexsides in that hex, and if an opponent wants to contest the hex by moving in later, he will only gain control of the hexsides through which his attacking units move.
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