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Question on tactics: Assault, assault and assault
11-30-2007, 09:17 PM,
#49
RE: Question on tactics: Assault, assault and assault
Here is what I have the problem with. The game is set up for a certain number of shots per turn base on the cyclical fire rate of a weapon. That cyclical rate does not change just because it is in an assault. Further taking a stack of units and firing them together affectively achieve what you stated above (remember grenades and small arms etc. are already factored into a units attack strength). Hence my arguement that a assualt should be the combined fire effects of all units in an assault versus just moving into that hex and "pushing a unit out" or overruning it because it is disrupted. Moving into a hex seems like a bonzi charge to me.

Also people are getting hung up on the 250sm thing. There is nothing in any of the programing stating that the unit is on the close or far side of the 250 meters. It is an range and the unit can already be physically right next to the other unit. It is just a measure of space as it is a game. I also agree that units surrounded to keep others from retreating and I have no problem with that. I just have always thought the surround and overrun tactic in the assault a bit very unrealistic. No where is this more evident then in DGVN where the US mobility easily surround the NVA and overruns them as they disrupt easily but just as fast regain their normal status. It would be much more interesting to see the effects of a combined fire effect and what happens to the stacked defender than just overruning them.
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RE: Question on tactics: Assault, assault and assault - by majog - 11-30-2007, 09:17 PM

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