Sgt Fury Wrote:AT Guns have double disrupting effect which in a way represents their ambushing modus operendi.
Fury
I can see what your getting at but in a much more literal sense, from the users manual
When towed anti-tank guns or towed heavy AA guns fire on a hard vehicle, the disruption effect is twice that of normal. This effect is based on the fact that they guns are deployed in fixed locations and as a result have increased accuracy as opposed to mobile guns which are firing on the move.
I am not sure the game needs ambush. I agree that the scale of the game is possibly above the need for a special ambush rule. On top of that there are many ways to ensure pain is forthcoming to an unwary unit advancing blindly. A few examples
Unaware units may well be in travel mode and we know how bad that can be. Even with reserved movement, if you blindly walk into an enemy unit you have a good chance of being disrupted before you can deploy.
You can also set-up in positions such that advancing units crossing an obstacle may not have the movement left to retreat or put down significant fire. And if your guys were unspotted to begin with he may not have saved support fire or have sufficient reserves to help pull his can out of the fire before a good mauling is dished out.
Hiding a couple of units on the flanks and putting one on the nose, say such that it's ZOC covers a road, etc. When an enemy runs into your centre force your guys step in from the flanks and, if the enemy unit isn't supported, he is surrounded.
Of course you should be able to avoid most of these traps by using recon and having your forces advance it tidy order. But isn't that the case for the real life ambush of regimental size units and above.