RE: Help with assaults
If is not possible cut all enemy retreat routes all depends of what you need... if you need simple take the hex disrupt defenders and assault in one single assault with 2-3 platoons if is possible to prevent stack to much troops in hex when you take it... in general related with defenders quality-number-status adapt assault force to this.
Is not critical VS AI but VS a human in his turn is going to mass arty over your overstacked hex and use to much units to take the hex could be punished hard in next turn.
For example VS AI i have one battle where AI mass units to take an hex, it do it BUT in my turn i move troops around the hex and do a multiple assault from diferent directions... i eat 110 enemy soldiers, a full company destroyed.
So, for example, take an entrenched hex manned by PGs and AT guns. I have, say, 20 odd tanks and a Bn of infantry at my disposal, plus arty and air. What is the best way? These questions occur to me:
1. Break down all my units or keep them at co level? if your units are not close to lose one quality level by fatigue and enemy is soft enough to have low impact with defensive fire you can assault with platoons IF is possible... on this situations is better assault as you can to take the position before defenders recover.
2. Stack as many as possible in adjacent hexes - or at longest stand-off range possible, or somewhere inbetween? VS AI is possible do this, VS humans is better dont have full company stacks to prevent arty decimate your assault troops... many times you need finish close to the hex you want assault by lack of action points... here is good use terrain to limitate enemy fire before you can assault.
3. Mix stacks of tanks and infantry, or keep separate? if is possible assault with no combined arms penalty use vehicles to increase assault power... i think is 1 vehicle 10 soldiers the relation to dont suffer penalty for have to much armor.
4. Break down enemy with ranged fire (including prelim arty barrages and air attacks [the turn before, in the case of air]), or assault immediately? Do not assault until enemy units disrupted? depends, if you have enough troops to assault and enemy and succes chance is high do it but here depends to if you are pushing more areas... more attacks means that human player need split more arty fire or simple take the hard decision of concentrate arty in the most underpresure area... if you dont have enough troops and enemy can use arty to soft you... dont wait to assault if you want take position because in next turn is going to be harder.
5. If assaulting immediately, or after disruption, assault a little at a time (tanks first in a stack, or infantry, then next counter down etc, to give as many attacks as possible) or just double click stacks and attack all at once. This question applies to ranged firing also - all at once or individual counters at a time? Or some ranged fire, some assault?
Depends, masive assaults are used more to take hex ASAP, multiple assault for me are more usefull when you have a big stack of enemy troops that cant scape and you want destroy them... this is something commong in all Tiller games, instead one single assault do 1 or 2 extra assaults to maximize the casualties in the turn... of course depends of your troops status and IF you need continue pushing with no stop... here is better leave an assault team and continue moving not wasting actions points in assaults.
In general situation show you what do,not allways is possible do the perfect choice and even if you do it sometimes dices are going to have the last word.
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