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[Discussion] How to improve urban combat in PzC/MC
08-23-2009, 04:18 AM, (This post was last modified: 08-23-2009, 04:40 AM by JDR Dragoon.)
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RE: [Discussion] How to improve urban combat in PzC/MC
P.Ako Wrote:Yes the pillboxes and bunkers can do the tricks, but, AFAIK you can't build them ingame, making the cities easy to take

Heh. "Industrial" is -50%. "City" is -40%. Coupled w. a "Trench" it means a reduction of incoming fire between 80-90(!)%. 90% reduction of incoming fire, what more do you want?. If such a hex is easy to take it is because your opponent is either incompetent or unable to hold it in sufficient strenght. If you put a good quality battalion split into seperate companies (3-4 counters) in to such a hex it will hold out for quite a long time unless you have the luxury of concentrating inordinate amounts of firepower on this hex alone (say expending a reinforced divisions worth of artillery fire followed up by a multibrigade/regiments worth of direct fire capped off by an assault)

Quote:And about Berlin in DF85... i think that, versus another human player it's almost impossible to hold the city against the WAPA

Not impossible. I have done it, and almost have had it done against me (The stock "Berlin" scenario in the DF85 is a nice little thing btw. It playes fast, has an interesting mix of units and is a good introduction to playing w. "Explicit Supply" in effect).

Quote:And for example i concentrate a lot of forces in a city...

How much is a "lot" ;).

Quote:(which brings me the idea that the engineers should be able to build at least obstacles...).

Engineers can lay mines. They function pretty well as obstacles.

Quote:And that happens in the whole campaigns of DB, which it's almost impossible to hold long periods of time any city unless there's a river surrounding it.

Is it now? I guess we shall soon find out ;)
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RE: [Discussion] How to improve urban combat in PzC/MC - by JDR Dragoon - 08-23-2009, 04:18 AM

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