NGP Stuff
A few questions and points of discussion for NGP for you to mull over.
Helo units: The attack units are capable of operating almost none stop. There is no requirement to land and refuel, etc. (Though this obviously degrades combat efficiency.) Myself and my opponent currently operate a house rule that if a helo unit is low on fuel or ammo, they must disengage until the problem is corrected. Does any one else play a similar rule.
Helo Recon Units: I find these units very flimsy. As they fly around to locate the enemy, if the bumble into him they will most times loose an a/c. If they are unlucky they can become disrupted and stuck in position and may be lucky to survive to the next turn to fly away. I was considering increasing there defense value to give them more survivability. Or am I just using them wrong?
TIS/IR. The nato tanks have a massive adavantage at night over the WP tanks/troops. My opponent, who generally plays WP is finding this a particular problem. Especially in short scenarios where fatigue is not so important and which require rapid advance, where advancing at night quickly end up with lots of shattered tank units. What tactics have people come up with to keep the WP attack rolling without taking crippling losses?
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