RE: 251/16 HT Obosilete under new assualt rules
Simovitch,
From what I understand, assault factor is still the primary factor for a close assault. However, the defender's morale and the terrain of the hex weigh in much heavier than they have in the Talonsoft EFII/WF/RS rules.
That is why the key to assaulting now is to drop the defender's morale as much as possible (since you can't do much about the terrain other then forcing a retreat to a clear hex or something). So rather than just getting that first disrupt and move on the next unit, you want the defender to have to make (and hopefully fail) as many morale rolls as you can before assaulting. That usually takes a lot of direct fire for high morale units like the typical SS PzGr, so much so that sometimes it is easier to kill the unit with direct fire rather than assault.
Multiple smaller assaults might help too, since each assault would have a chance at lowering each defender's morale. High strength indirect fire probably helps, too, since it attacks all units in the hex not just one. I should note though that I wasn't all that good at the old assault rules, and am certainly no expert at the new ones, yet. So all these suggestions are not necessarily 100% accurate.
Hope that helps,
Mike
P.S. Supposedly there are either special rules for armor assaulting without infantry support in hexes with buildings (city, village, special buildins, etc.), or armor's assault factor is just generally drastically reduced in building hexes. Either way, the days of racing ahead with armor to clear out small urban areas with disrupt-and-capture are gone, as it probably should be. You need feet on the ground now.
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