(02-20-2011, 06:05 AM)Jim von Krieg Wrote: K-Kat,
You mean that two undisrupted units were overrun with the two disrupted units? Now that is something... It has been my experience with most assaults with an undisrupted unit makes it a waste of time..
I don't have a lot of experience with EA, but I find that quite interesting... maybe they had low morale... easy to do with Amis... as the morale of their units are normally low...
EA requires a change in how you do business... but IMHO it is more realistic... there are countless tales of small units holding out and disrupting attacks... in the normal system, disrupted units are herded and annihilated in their pockets... too easily IMHO... I'm a master at it, but I don't think it really captures a good flow of battle... EA, while not perfect, is closer to what I think it should be...
Regards,
Jim
Jim, that's right. As I wrote, I am no expert on this, but I have come to really like EA. You never can tell, but with the tactics I've described, I get a fair success rate.
If you looked at the DAR, on turn 20 (21?), I succesfully assaulted the hex south of Arracourt center. Just from the highway, having peppered the defenders with MG platoon and tanks. IIRC I got a couple SPs killed, so that was a good omen for the assault. It is possible the defenders only retreated, can't recall anymore... Wanted the hex anyway, so didn't care too much, was a happy camper!
After that, next turn came nothing (I might have had one unsuccesfull assault on VP hex, can't recall), but I was able to position my units better for the next try.
The amis started with two disrupted units, my arty caused one disruption, my close support units another one, and then, the second assault worked out. I only fired at the disrupted units, in a hope for causing more casualties to the stack as a whole.
That is how I play it; check the units you've got, check the opposition, figure out which platoon to pound. A kill severely affects the whole stack. Or so I believe :)
In my replay to get the screen shots, my first assault actually worked out. And if you recall, the Jerries are morale 5 units in "Legend"...
I don't know, nowadays, when I decide to assault, I pretty much get what I think I will (if I think this is pretty desperate it often fails, if I am confident I get it sooner or later), it might take two three turns but typically no longer than that. But you can never be sure, unlike with EA off. I quite like it.
(02-20-2011, 06:21 AM)Herr Straßen Läufer Wrote: A member questioned how and if my experience happened. I described it.
Just so that we are clear with this. I did not question you.
As I wrote, I intepreted (and emphasised it is an interpretation) your lines in a manner that what happened was using a lot of units for a single assault, with overwhelming odds.
I just pointed out that if that indeed is what happened, then with EA, it is often a better tactic to play out several assaults with even odds, rather than the one big charge with odds heavily on your side. And that way, I would be very suprised if the single defender would hold on.
(02-20-2011, 06:07 AM)Mr. Guberman Wrote: Cheers,
Holding off for 10 turns, in a hopeless situation, is only 1 hour; 20 turns is 2 hours. Often, in combat, after the first repulse it takes some minutes (a half hour or more) just to get everybody back together and their heads on strait just to regroup; often it takes half the morning. EA is accurate. An unsuccessful assault is the pits.
Been there, done that.
Cheers
Curt
Cheers Curt
While lucky enough to never done a live assault, I do feel that if your assault in CS keeps failing for ten turns, there is something that needs to be done differently...
Regards Petri