RE: EP '14 mechanics/balance
[quote pid='405339' dateline='1446553060']
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.
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Considering how many of each type, MG and Art, there are it is almost impossible not to advance on them. If you are facing a line of them you are in for it as it is so hard to disrupt entire stacks. One turn can put a Russian regiment out of commission for a day!
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