1925frank
Posts: 1039
Joined: 6/20/2006 Status: offline
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To add to your comments, I thought simplistically that an assault would produce a certain result and that would be the end of it. The designers were using a little more imagination and inspiration. I think what the designer may have been trying to capture was the initial assault would produce a specific result. The defense might be sufficient to beat off the assault and make a counter-assault moot (although I think the computer always uses a counter-assault, but if the results of the assault are bad enough, it should help the counter-assault). On the other hand, if the assault meets with some success, you effectively have both friendly and enemy units occupying the same hex, so, in the context of the game, something has to give, because friendly and enemy units can't occupy the same hex. The defenders have the options of retreating, being captured, getting killed, or pushing the assault back with a counter-assault and maintaining the hex. If the defenders have poor counter-assault abilities, their ability to push back will be minimal, and their options drop to retreat, get captured, or get killed, and their ability to retreat would appear to be hampered by their inability to counter-assault. I did a quick check on Tank Destroyers, and a few have decent defensive strengths (6 or 8), but all seem to have terrible assault values (2). So even if not disrupted, assaulting them might produce good results. I haven't tried it, but XLVIII Korp's discussion will alert me to the possibility in the future. I appreciate the tips.
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