Overruns (Full Version)

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mroyer -> Overruns (11/14/2020 9:59:31 PM)


If I'm not mistaken, AP of attacking units is exhausted even if combat ends before round 10.

Suggestion: Instead, attacking units get a pro-rated remainder of AP when combat ends early.

This would allow overwhelming forces to brush aside and overrun weak defenders and continue moving in a truer simulation of blitzkrieg tactics.

-Mark R.




Clux -> RE: Overruns (11/15/2020 5:39:37 AM)


quote:

ORIGINAL: mroyer


If I'm not mistaken, AP of attacking units is exhausted even if combat ends before round 10.

Suggestion: Instead, attacking units get a pro-rated remainder of AP when combat ends early.

This would allow overwhelming forces to brush aside and overrun weak defenders and continue moving in a truer simulation of blitzkrieg tactics.

-Mark R.



There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better




mroyer -> RE: Overruns (11/15/2020 12:01:49 PM)


quote:

There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better


Really? I was completely unaware of this.
I will explore. Thanks for pointing it out.
-Mark R.




Falke -> RE: Overruns (11/16/2020 10:03:50 AM)


quote:

ORIGINAL: Clux

There is a reason of why you should use motorized or mechanized battalions, they keep a portion of their AP if they win combat, but I agree than it should be explained better


This applies to all Units, but generally Foot will not have enough AP left to move an extra hex




DTurtle -> RE: Overruns (11/16/2020 4:28:35 PM)

At the end of combat, units lose about 50 AP. Moving into the conquered hex is free, but you need at least 30AP to attack a hex. So if your units have enough AP, and they defeat the enemy quickly enough, you can attack again. Rush and Blitzkrieg are very useful for this.




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