RE: EP '14 mechanics/balance
This might be one of the cases where a decimal is supported by the system, so maybe the value could be 1.5, but I agree that the effect going both ways might limit the advantages it would offer the attacker.
Walking up to a good MG/field gun/infantry stack is - and should be punishing in terms of casualties, it's just the jump fatigue takes (deep into yellow in one turn) that makes it difficult to be around prepared positions. On one hand, that's as it should be, on the other hand it nearly exponentially increases the effect of digging in to even the currently limited -20% trench value.
The Russians then have the added problem of their HQ's not being able to support both resting and advancing units on turns where the advance is greater than 2 hexes, it's one of the areas where their limited command range hurts. You either have to keep the entire brigade around to let several battalions rest, or advance and let the battalions recover much more slowly. With 7 instead of 3 hexes covered in a line by their HQ, German regular brigades don't have the problem to the same extent.
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