zgrssd -> RE: Strategies you use against a Major? (1/3/2022 12:21:54 AM)
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Noticeable difference between Minors and Majors: - Majors actually got proper troops, with OHQ and Postures - they can also field tanks and airplanes - their capital city is always in a ruin hex (as is yours). This allows infantry a insane entrenchment bonus. And you can not use artillery, as that damages the buildings you will need to run the city - the chance calculation drastically undervalues armor. Light tank with max thickness armor and Howitzer or even buggies can dislodge infantry way beyond what the chances say "Can I make infantry effective in breakthrough without huge losses?" Depends on what weapons and armor both sides have. Generally infantry is there to be cheap masses. Enough numbers to hold a wide frontline, but mostly focussed on defense. If you got losses - again, they are designed to be cheap to replace. That being said once the enemy morale and readiness is broken or if the tech difference is large enough, even infantry can just keep attacking and pushing them back 1-2 hexes every turn. "Also what do you think about using weak buggies with large engines to rush into the enemies rear to cut roads off w/paratroopers. I have tried this and it usually causes the AI to route." On the plus side for this approach, Majors actually do need roads. On the downside, they can build dirt roads for free. Even through hard terrain like mountains. So the tactic is of limited use/only works if hte other way is much worse. But yes, generally cutting of supply is a viable thing. Logistics play a huge part in SE warfare.
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