Von Luck Wrote:Well as ive stated in another thread on this Huib 13 Panthers and 3 A/C's assault a disrupted Russian mg unit and no effect is the result.That is a glaring no no on these assault rules.The whole problem members had before with the assualt rules were with bunkers and pillboxes not general against infantry in normal terrain.Tanks assualting in Town hexes ok maybe give way there as that was not their function.Just my point on this.
That must have been the heroism % factor (which I didn't invent) As I stated before in another thread, to minimize the chance your enemies are heroes make sure that they have to be heroes twice or 3 times in the same turn. In other words assault in groups of 2 x 6 sp Panthers or something ... or shoot them dead. I'm not a big fan of this heroism dice, but I doubt if I would lose games over it. Historically if there were heroes we have the advantage of hindsight and the designer can give them an exceptional morale. I don't favor random temporary heroes on the battlefield designated by a lucky dice roll, but these specific examples are constantly used to say that the entire set of 1.04 assault rules is too hard which isn't true IMO.
If one sticks to using units that are good at assaulting and in a certain terrain and have morale it works almost all of the time even without an overwhelming force.