RE: Locking Zones of Control: Do you use them?
I think you guys are missing the element of time.
You have a 120 men in a hex (single counter). There is another one on each side of it, separated by an empty hex. In the opposite hex, you have 1200 men in a number of counters.
Should the attacker be allowed to walk freely through gap, suffering the light firepower of a company? Can the single defender not 'shift' slightly to match the movement of the units in front of him? The game is UgoIgo. Which means while the attacker is moving, the defender is static. The only thing the computer will do for him is shoot. In reality, the defender would have outposts. When those outposts get attacked, defenders would move up to block.
The game has a mechanism for the attacker to overwhelm the defender. Its called Assault. It has another mechanism to deal with defenders unable to show some semblance of defence..its called Broken.
The game will allow the attacker to 'chain' assault a position. If I have an entire division stacked in three hexes in front of a company, I will probably assault it three times at huge odds. It will probably disrupt. If the weather is nice, I can even advance a hex forward and assault it again.
If you have afv's, you can even 'push' the defender out of the way, making a hole...since the defender has units 'spread out' every second hex. All in a 2 hour turn.
Where the 'zoc' breaks down is when the attacker uses two units to isolate a defender. And one of those units is ridiculously small..like a 3 flak halftrack unit that whipped around. However, in practice this happens fairly rarely. The defender knows this can happen, and will defend in depth by putting a second unit behind the first.
If you allow 'leaky zocs' in the game, then you need to give the defender enough units to cover the front line. Which means more counters as the companies become split into half companies, or even platoons. Which still means the defender is not going to just walk through the front line, but will have to assault.
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