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Higher fatigue for companies vs battalions
09-25-2010, 11:39 AM, (This post was last modified: 09-25-2010, 11:46 AM by Taffy6.)
#4
RE: Higher fatigue for companies vs battalions
I understand the logic and accept it, but I still don't like the tripple fatigue for companies in MC. An underlying tenent (aka NATO propoganda if you are a Soviet fan) of the NATO defense in West Germany was that a NATO heavy line company was capable of defeating a WP heavy line battalion.

The work-around is to make the NATO company teams into KG's, but then they can't recombine into Bn's. Try defending using combined NATO Bn's and you cannot hold the line, become easily out-flanked or enveloped and large holes in the blue FLOT appear all along the FEBA. Split 'em up and they become battle exhausted in two or three turns, especially against a WP player who recognizes and targets company sized units for "special attention" from arty and attack helo's. This is also one of the down sides to using a two-hour turn rather than the designed three hour turn in MC. The defense takes a pounding and deployed companies vaporize even faster.

Of course, using the KG as a fatigue work around does allow a scenario designer to simulate cross attached battalion-sized mixed tank/mech task forces such as the US Army and the BOAR used in the '80's, so maybe it is a moot point. I sure wish that one could allow KG's to recombine into Bn's though. It would cut down on counter density for things like road marches and assemby areas.

Taffy
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RE: Higher fatigue for companies vs battalions - by Taffy6 - 09-25-2010, 11:39 AM

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