RE: JTS Melee Calculations
I suggest to wait for the new OR/Movement Threat Disorder), that was introduced with the last game, to be patch to the rest of the series.
That is something that could lessen incidents of huge melee stacks that can't be stopped by fire.
Besides that the combat mechanics might not really be the problem. The short turns with the fact of no real C&C makes it hard to achieve real advantageous situations that can be exploited.
PS: Okay while typing this we have a first new Napy patch, this one is for Waterloo.
What stands out are some benefits for the defender.
- Melee across a hexside or into a hex that would cause Disorder results in the same Melee penalty as if the unit was Disordered.
- Units defending in Melee fire at 100% fire.
- No Detached Melee optional rule introduced.
- Movement Threat Disorder optional rule introduced.
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