Grumble
Posts: 471
Joined: 5/23/2000 From: Omaha, NE, USA Status: offline
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quote:
Units that can't charge into melee: mortars, motorcycles (bicycles and cavalry can!), observers, crews, big and small AA guns, howitzers, AT-guns, inf-guns.
You should be able to overrun and melee attack fortifications, command posts, ammo dumps, wagons, gun teams and pack mules. And of course the big AA guns.
I agree that mortars, FOs, crews etc shouldn't be allowed to initiate melee. These troops were trained, and more importantly did not have the psychological make-up to initiate a close quarters battle. Their training if anything told them they were (are) too valuable for an infantry fight, and to egress if at all possible. I agree though, that one should be able to "melee" fortifications, gun teams, CPs etc.
Similar thing for overruns. Armored vehicles are using the documented psychological effect of "tank terror" along with their MG armament. A big tracked thing seemingly invulnerable, driving THROUGH the defender's position(s) mowing down troops is the effect here. Hence the main-gun armament isn't too useful, nor should AFVs be allowed to overrun fortifications. Based on this, armored cars should be allowed to overrun albeit at reduced effectiveness, "soft vehicles" should not. Regarding fortifications, one has to look at what exactly are you "overrunning"? Pillboxes and bunkers aren't exactly easy things to roll over/through which is what an overrun actually is. There's also the secondary issue that men inside fortifications are much less subject to "tank terror" than those who are relatively unprotected. However, you should certainly be able to overrun CPs, guns of all calibers, and gun teams etc.
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"...these go up to eleven." Nigel Tufnel
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