Mike Wood
Posts: 2095
Joined: 3/29/2000 From: Oakland, California Status: offline
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Hello... Standard defensive battalion frontage averaged about 900 yards or about 18 hexes. Allowing a frontage of 40 hexes, two thousand yards, means the battalion was stretched pretty thin and it was difficult to control with fire. Over that and there was a hole in your line. Standard offensive battalion frontage was about 500 meters, a little better than half that. This offensive frontage assumes one infantry battalion and an attached company of armor. Is there a problem with this? Thanks... Michael Wood quote:
ORIGINAL: KG Erwin quote:
ORIGINAL: soldier Is it possible to increase the chances of getting some wider maps during the long campaign ? except for the first battle nearly all the rest are narrow 40 hex wide maps (a very high percentage). Large or small force purchases don't seem to make a difference, you still get small maps. It would be good to have the option to play larger (or at least wider) battles in the long campaign This has been a long-standing issue. The size of your initial core force plays a part in this: if its over 3000 points, you're more likely to get larger battle maps. Now that you mention it, I tend to customize core forces to cover the maps I want to fight on. The Germans are a good example -- in the latest 8.403 test mech, in Sept 39 you have 3111 points to work with (True Troop Cost ON, Rarity OFF). I changed my OOB set to match the parameters, without getting away from historically-available forces. Oddly, my chosen USMC battalion landing team (reinforced), is much cheaper, and does not exceed the 3000-point level. The main reason is that I focus on infantry (three companies), with a minimal supply of armor (three 5-tank platoons, equipped with the older M2A4s). The heavy weapons are just four 81mm mortars, two 37mm AT guns, and two self-propelled 75mm GMCs. I also add four Raider platoons and a Parachute platoon. The upgrade paths for the Marines are fairly simple. With each successive year, the rifle squads get more powerful. The 9-man squad of 1942 gets replaced by the 12-man squad in 1943, and the 13-man squad in 1944-45. The 1942 BAR squads can change to either an Assault Squad, an additional 30 cal MMG, or a bazooka team. The light tanks of 1942 get replaced by the Shermans, with a flame tank upgrade for one tank in each platoon. The 4-man Recon Teams change to 6-man Scout/Sniper Teams. The Raiders/Paras are a special case -- although ahistorical, I tend to keep them for the duration. Historically, all were converted into "regular" Marine squads and folded into new regiments. Doing this essentially gives you a fourth infantry company capable of conducting independent operations -- a 1940s version of the modern "special operations capable" units.
< Message edited by Mike Wood -- 12/12/2005 4:55:32 AM >
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