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Modern lethality
02-16-2017, 10:05 PM, (This post was last modified: 02-17-2017, 12:31 AM by Kool Kat.)
#3
RE: Modern lethality
(02-16-2017, 05:25 PM)Steelwhip Wrote: I've always had issues with the lack of lethality that the MC games and even the Panzer Campaigns seems to reflect. However it works within the system and framework of the game. Increasing the lethality of the combat system right now would toss the balance right out the window of all scenarios and campaigns. So I have had to just reconcile the fact that the combat system is the way it needs to be to make the scenarios and campaigns work. And that's all that counts at the end of the day.

other more knowledgeable and learned people will have better insights I'm sure.

Thank you for your service! Helmet Smile 

There are times when I question how lethal are the "individual" MC unit combat results.

However, as stated, when you factor in ALL the combined arms - Air strikes, helos, artillery, armor, missile-guided ordnance, mech infantry, etc. - over the span of a 2-hour turn, it works nicely.

For example, in a recent FG '85 game, as NATO with only a handful of arty, I was able to reduce multiple Warsaw Pact mech infantry battalions (500+ men each) combat ineffective in only a 2-hour turn. Not only does each arty round eliminate, on average 15 - 30 troops, (dependent on cover, etc.) it dishes out a lot of Disperses, that effectively reduce attack strength and eliminates enemy assault capability. And that's just the arty!   Yikes  

Factor in your other force assets... and the virtual modern battlefield becomes quite lethal - thank you!   Wink
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /
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Messages In This Thread
Modern lethality - by MCab - 02-16-2017, 10:55 AM
RE: Modern lethality - by Steelwhip - 02-16-2017, 05:25 PM
RE: Modern lethality - by Kool Kat - 02-16-2017, 10:05 PM
RE: Modern lethality - by Glenn Saunders - 02-17-2017, 04:10 AM

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