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MC NATO national army doctrine design question
10-03-2011, 09:45 PM, (This post was last modified: 10-03-2011, 09:53 PM by JDR Dragoon.)
#6
RE: MC NATO national army doctrine design question
The problem with the "all arms" battalion battlegroup is, that the game flat out doesn´t reward it in its "vanilla" form. High stacking limits, increased fatigue for company sized units, and the ability for the phasing player to target individual companies means, that company sized units are very vulnerable to being picked out and rendered ineffective or outright destroyed, never to reappear. You can potentially stack almost a division against a single company (with aprox. a brigade stacked in each adjacent hex), meaning that the only way to realistically hold a hex, is to have at least a "full" battalion of a given type, w.out cross attachments of any kind. This is of course not realistic, but it is the most effective way to play the game in its current form.


There are of course workarounds:

-Lower stacking limits makes it harder to "gang up" on single companies.
-Single companies can be made KG´s, thus alleviating the fatigue problem (but cannot recombine into a battalion. This is less of a problem for battalions that are built as "all arms" units from the start like the danish ones or the "mixed" german XX1 battalions, but for everybody else it is)
-HPS/Tiller might make the "alternative fire resolution" optional rule available for the MC series as well at some time in the future, thus punishing high stacks and making it impossible to target a single company in a battalion sized stack of companies.
-Make the use of WMDs "free" for both sides. The WAPA player is not going to stack an entire tank regiment in a hex when there is a risk of 50% being fried in a "nucular" strike.

Will get back to the main question once I have a little more time.
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RE: MC NATO national army doctrine design question - by JDR Dragoon - 10-03-2011, 09:45 PM

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