Turn 2 - Phase III - 7th Armoured Division (cont)
14th December 1940
Let's look a little closer at one of the battle's. This battle involved:
Battle of El Hamra
Italian OOB
Marmarcia Division
115th Infantry Regiment HQ
1st Bn, 115th Regiment
Cirene Division
158th Infantry Regiment HQ
1st Bn, 158th Regiment
2nd Bn, 158th Regiment
3rd Bn, 158th Regiment
44th Artillery provides support to the defenders of the fort.
Commonwealth OOB
7th Armoured Division
4th Armoured Brigade HQ
1st Royal Tank Regiment
3rd Hussars Regiment
8th Hussars Regiment
3rd Royal Horse Artillery
202 Group Royal Air Force
3rd Sqn RAAF (Hurricanes)
45th Sqn RAF (Blenheims)
Free French contingent (Moranes)
Further to the expanded comments in the earlier post, I'll take a look at the Formation Report and the individual units of 7th Armoured Division. The units of the division are subject to:
17.11.7 - Formation Orders (see OOB Formations chart on the right)
General Orders - Attack [This can be ignored - see below]
Formation orders are primarily designed for use in fine-tuning the programmed opponent. Except for the Static and Delay orders, they have no effect on a human player.
Static: Units belonging to the Formation are not available for Orders until the Formation is activated. Activation occurs on a specific Turn (set in the Editor) or when the enemy Attacks or moves adjacent to any unit of the Formation. When activated, the Formation assumes a Defend order.
Delay: Units belonging to the Formation are not available for Orders until the Formation is activated. Activation occurs on a specific Turn (set in the Editor) or when the enemy Attacks or moves adjacent to any unit of the Formation. When activated, the Formation assumes an Attack order
8.2.8 Unit Deployment Orders - (see Formations Report on the left)
Units may be deployed in various ways within their location. This Deployment status reflects an internal optimisation for specific roles or missions:
I won't list all these here, but in the chart below there are the following in evidence:
Mobile – The unit is ready for movement. Artillery units in this Deployment will not provide long range supporting fire. This is also the Deployment status of a unit that moved in the previous Turn.
Moving – This is the same as a Mobile deployment, except that the unit has already moved this Turn. Units automatically deploy to Moving Deployment if they move.
Reorganising* – The unit is attempting to recover from recent combat, and may not move or attack.
*
Unit Reorganisation - Units failing multiple Quality Checks during combat, usually as the result of significant combat losses, can become so disorganised that they will no longer respond to your orders. When this happens, the unit is said to be “Reorganising”. At the beginning of each Turn, all Reorganising units are checked to see if they have finished their reorganisation. Units must pass a modified Quality Check in order to complete Reorganisation. This is more likely if they are Supplied, have not moved in the previous Turn, and are located with or adjacent to a cooperative Headquarters unit. A Reorganising unit (or any other unit that is not allowed to move during the current Turn; e.g.Reserves) has an orange “bar” printed behind its combat (Attack – Defence) or Movement numbers on its 2D icon.[/i]
In the current game the 3rd Hussars are reorganising as evidenced by the orange bar.
10.5.1 Attack Deployment
You may set up as many Attacks as you wish. The Orders emphasis you select determines how hard your units will fight for their objectives.
Three options: Minimise Losses, Limit Losses and Ignore Losses.
