UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
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@Big Ivan: It's an incredibly boring task and my report is incomplete as well (I forgot taking notes about the pinned/tired status of AI units firing). The AI behaviour is less apparent in scenarios where LOS is limited due to terrain or visibility, but the lack of firing after moving (or when pinned) should be noticeable anyway. For a clear appreciation of the issue, try some scenario like Canicattì Ridge, Battle for Lasterkomagi(*), The Hedgehog of Piepsk, Hill 621 or Bucholz Station. (*) I'm certain I wrote it wrong In all such scenarios, in the defense, you should be able to greatly disrupt (read: slaughter) the attacking side; in the attack, you should be able to significantly weaken the defenders. In both cases, return fire from the enemy squads should be negligible; this is especially significant when opposing the Russians (which usually have very few MGs). @Rico: Believe it or not, I am perfectly knowledgeable about the fire-and-movement theory. In fact, I used the SS squads to pin/break the US infantry and then the Fsj closed for the kill (through PB fire, CC or failure to rout). When I played with the Americans, I had no need for such sophisticated tactics: I just chewed my cigar and ordered "Give 'em hell, boys!"
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Chasing Germans in the moonlight is no mean sport Siegfried Sassoon Long Range Fire (A7.22)........1/2 FP
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