Special Commander Bonus for Overruns? (Full Version)

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joe_bro -> Special Commander Bonus for Overruns? (2/16/2005 4:24:35 PM)

In the game manual, I thought that in order to achieve an overrun attack one only needed to attain equal or greater odds to match the overrun requirement listed in the CRT for the particular terrain in which the battle is being fought. However, I have played the Cherbourg scenario several times now and have notice that in many battles I can achieve an overrun bonus only by using a commander shift (which are in short supply in this scenario). This has been the case even where I have 10-1+ odds before using the commander shift. In other words, in a battle I will have 10-1+ odds but no overrun unless I use a commander. Using the commander obviously gives me no greater CRT shift but does give me the overrun. Is this normal? Did I miss something in the manual that explains this phenomenon?




vlale -> RE: Special Commander Bonus for Overruns? (2/16/2005 5:05:58 PM)

Yes its normal. The way to get overruns are by getting a 6-1 attack, not counting Air/ barrage and Art.
Only original odds (attack vs def factors) modified by tactical odd shifts like terrain and so on, unit quality and command bonus shifts counts.
You can check this by right mouse click a little box all to the left in the combat screen, looking like an I inside a <--- box just above the unit box.
What will have happend in ur case is that u have had counting the above modifiers have had a 5-1 attack, then adding Air and art making it an 10-1 attack. Since 10-1 is max, you wont get higher odds adding the command bonus, but the non air/bar/art attack of 5-1 is made an 6-1 attack, counting the command shift making a overrun possible.

Note that its not unusual if u auto add Artillery that the AI will add more art than is needed wasting artillery in above 10-1 odds shifts and u wont really notice.

Kind Regards,

Rasmus




Gregor_SSG -> RE: Special Commander Bonus for Overruns? (2/17/2005 12:06:50 AM)

quote:

ORIGINAL: joe_bro

In the game manual, I thought that in order to achieve an overrun attack one only needed to attain equal or greater odds to match the overrun requirement listed in the CRT for the particular terrain in which the battle is being fought. However, I have played the Cherbourg scenario several times now and have notice that in many battles I can achieve an overrun bonus only by using a commander shift (which are in short supply in this scenario). This has been the case even where I have 10-1+ odds before using the commander shift. In other words, in a battle I will have 10-1+ odds but no overrun unless I use a commander. Using the commander obviously gives me no greater CRT shift but does give me the overrun. Is this normal? Did I miss something in the manual that explains this phenomenon?


Vlale is right, to get an overrun you need to reach the odds nominated in the CRT without using planes, barrages or artillery. However, you can use your General.

This means that the General is the most important of the off map combat modifiers, and should be used carefully, as getting an overrun is very useful. Generals don't cause a combat residue either, which may be an important factor in what happens after the combat. Note also that unit quality can add to the overrun odds as well, so adding an elite unit to a combat that didn't have any elite attackers will also get you a +1 shift.

Gregor




Fred98 -> RE: Special Commander Bonus for Overruns? (2/17/2005 1:42:27 AM)

quote:

ORIGINAL: Gregor_SSG

Generals don't cause a combat residue either,




Whoo! I didn't know that! This will help with a breakthrough!




Gregor_SSG -> RE: Special Commander Bonus for Overruns? (2/17/2005 11:58:44 PM)

quote:

ORIGINAL: Joe 98

quote:

ORIGINAL: Gregor_SSG

Generals don't cause a combat residue either,






Whoo! I didn't know that! This will help with a breakthrough!


Yes, it was felt that even if General Patton had emptied both of his pearl-handled revolvers at the enemy, this still would not have resulted in any great impediment to the movement of thousands of men and vehicles.

More seriously though, combat residue does provide an extra penalty that will slow down your advance. It's often better to take an overrun at 7:1 without artillery, barrage or planes than to stack everything on to get 10:1. At 7:1, without residue, you are much more likely to be able to advance into the combat hex, and can often get really good odds on the retreating unit and finish them off. Often, at 10:1 with combat residue, you can't get into the combat hex, and the wounded unit may well get away.

Gregor




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