(06-17-2014, 03:33 AM)ComradeP Wrote: Quote: I don't mind disrupting every unit in the hex before assaulting, which is still not a guarantee for success as the stronger the units, even though disrupted, could still possibly hold the hex.
From what I've seen thus far and what the manual states, as long as the attacker is undisrupted the defenders will automatically withdraw when they are disrupted. You might need multiple units as the attacker, but with A quality units anything bigger/better than an MG platoon tends to do the trick.
I have seen situations where a fatigued unit that was down to B or C morale failed to take the hex as it disrupted, so it's certainly possible. With a small attacking unit, you'll also still sustain fairly serious losses (compared to total unit size).
Actually killing units with assaults is more difficult than with direct fire. It's somewhat counterintuitive that firing at a depleted unit is the best way to kill it most of the time. I've seen numerous instances where an assaulting attacker didn't even cause losses to a small unit with a handful of men left.
Hi,
I'd be interested to understand more of what your seeing here. My general experience is that I can kill more with an assault than direct fire.
If your comments are correct, this is a strong reason to not include an inverse modifier for hex density for units below a particular size.
David