cfulbright -> RE: D-Day start campaign issues (11/15/2020 9:26:15 PM)
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On the TF's, if you leave them at sea for a long time they build up damage and eventually are removed from the board. I can't recall whether they come back in a few turns (or eight) or not. For attacks I use both methods. If there's someplace I want to make a breakthrough I build up my forces there a turn or two before. The same if it's a heavily fortified hex. For major attacks I assign lots of armor, an engineer battalion, and some SP artillery, and also make sure the corps HQ has lots of artillery support units. To extend a breakthrough I assign British, Canaadian, Polish, or Czech tank or armoured brigades to the divisions the turn before the attack. I make sure one or two divisions with the brigades attached either don't participate in the attack on the hex in question, then they advance into the victory hex and make an attack against what is probably a weaker unit. Then I convert one of the brigades to be an on-map unit and advance it forward one hex, then do the same for the second brigade. You can do the same with the US cavalry groups or infantry, parachute, or mountain regiments, but they aren't as strong as the British TOE brigades, so after you move them forward you should assign a tank battalion to them to beef them up. Cary
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